Rename: unify prefix PS_AI_Agent_ → PS_AI_ConvAgent_
Aligns all class/struct/enum/delegate prefixes with the module name PS_AI_ConvAgent. Removes redundant Conv_ from ElevenLabsComponent (PS_AI_Agent_Conv_ElevenLabsComponent → PS_AI_ConvAgent_ElevenLabsComponent). UI strings now use "PS AI ConvAgent". CoreRedirects updated for both ElevenLabs* and PS_AI_Agent_* legacy references. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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# PS_AI_Agent — Notes pour Claude
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# PS_AI_ConvAgent — Notes pour Claude
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## Plugin Rename (completed)
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- Plugin: `PS_AI_Agent_ElevenLabs` → `PS_AI_ConvAgent`
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- Generic classes: `ElevenLabs*` → `PS_AI_Agent_*` (e.g. `UPS_AI_Agent_PostureComponent`)
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- ElevenLabs-specific classes keep `_ElevenLabs` suffix (e.g. `UPS_AI_Agent_Conv_ElevenLabsComponent`)
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- CoreRedirects in DefaultEngine.ini handle .uasset references
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## Naming Convention
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- **Module**: `PS_AI_ConvAgent` / `PS_AI_ConvAgentEditor`
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- **API macro**: `PS_AI_CONVAGENT_API`
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- **Class prefix**: `PS_AI_ConvAgent_` (e.g. `UPS_AI_ConvAgent_PostureComponent`)
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- **ElevenLabs-specific**: suffix `_ElevenLabs` (e.g. `UPS_AI_ConvAgent_ElevenLabsComponent`)
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- **UI display**: `"PS AI ConvAgent"` (categories, DisplayName)
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- **CoreRedirects**: DefaultEngine.ini handles both ElevenLabs* and PS_AI_Agent_* → PS_AI_ConvAgent_*
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## Posture System — Diagonal Tilt Bug (à corriger)
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@@ -18,15 +20,15 @@ Le swing-twist est fait une seule fois sur le tip bone (head), puis le CleanOffs
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Faire le swing-twist **PER-BONE** : pour chaque bone de la chaîne, composer le FractionalRot avec le bone's own rotation, swing-twist autour du bone's own tilt axis, puis appliquer le swing seulement.
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### Fichiers concernés
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- `AnimNode_PS_AI_Agent_Posture.cpp` — Evaluate_AnyThread, section multi-bone chain
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- `AnimNode_PS_AI_ConvAgent_Posture.cpp` — Evaluate_AnyThread, section multi-bone chain
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- Commit actuel: `8df6967` sur main
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### Config actuelle neck chain (BP_Taro)
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neck_01=0.25, neck_02=0.35, head=0.40
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## Architecture Posture
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- **PS_AI_Agent_PostureComponent** (game thread) : cascade Eyes→Head→Body, produit FQuat + eye curves
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- **AnimNode_PS_AI_Agent_Posture** (anim thread) : applique rotation sur bone(s) + injecte curves
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- **PS_AI_ConvAgent_PostureComponent** (game thread) : cascade Eyes→Head→Body, produit FQuat + eye curves
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- **AnimNode_PS_AI_ConvAgent_Posture** (anim thread) : applique rotation sur bone(s) + injecte curves
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- Pipeline 100% FQuat (pas de round-trip FRotator)
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- Thread safety via FCriticalSection
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- ARKit eye curves normalisées par range fixe (40°/35°), pas par MaxEye threshold
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