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>
This commit is contained in:
2026-02-26 17:33:47 +01:00
parent eeb0b1172b
commit b3bfabc52d
42 changed files with 909 additions and 879 deletions

View File

@@ -1,10 +1,12 @@
# PS_AI_Agent — Notes pour Claude
# PS_AI_ConvAgent — Notes pour Claude
## Plugin Rename (completed)
- Plugin: `PS_AI_Agent_ElevenLabs` `PS_AI_ConvAgent`
- Generic classes: `ElevenLabs*``PS_AI_Agent_*` (e.g. `UPS_AI_Agent_PostureComponent`)
- ElevenLabs-specific classes keep `_ElevenLabs` suffix (e.g. `UPS_AI_Agent_Conv_ElevenLabsComponent`)
- CoreRedirects in DefaultEngine.ini handle .uasset references
## Naming Convention
- **Module**: `PS_AI_ConvAgent` / `PS_AI_ConvAgentEditor`
- **API macro**: `PS_AI_CONVAGENT_API`
- **Class prefix**: `PS_AI_ConvAgent_` (e.g. `UPS_AI_ConvAgent_PostureComponent`)
- **ElevenLabs-specific**: suffix `_ElevenLabs` (e.g. `UPS_AI_ConvAgent_ElevenLabsComponent`)
- **UI display**: `"PS AI ConvAgent"` (categories, DisplayName)
- **CoreRedirects**: DefaultEngine.ini handles both ElevenLabs* and PS_AI_Agent_* → PS_AI_ConvAgent_*
## Posture System — Diagonal Tilt Bug (à corriger)
@@ -18,15 +20,15 @@ Le swing-twist est fait une seule fois sur le tip bone (head), puis le CleanOffs
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.
### Fichiers concernés
- `AnimNode_PS_AI_Agent_Posture.cpp` — Evaluate_AnyThread, section multi-bone chain
- `AnimNode_PS_AI_ConvAgent_Posture.cpp` — Evaluate_AnyThread, section multi-bone chain
- Commit actuel: `8df6967` sur main
### Config actuelle neck chain (BP_Taro)
neck_01=0.25, neck_02=0.35, head=0.40
## Architecture Posture
- **PS_AI_Agent_PostureComponent** (game thread) : cascade Eyes→Head→Body, produit FQuat + eye curves
- **AnimNode_PS_AI_Agent_Posture** (anim thread) : applique rotation sur bone(s) + injecte curves
- **PS_AI_ConvAgent_PostureComponent** (game thread) : cascade Eyes→Head→Body, produit FQuat + eye curves
- **AnimNode_PS_AI_ConvAgent_Posture** (anim thread) : applique rotation sur bone(s) + injecte curves
- Pipeline 100% FQuat (pas de round-trip FRotator)
- Thread safety via FCriticalSection
- ARKit eye curves normalisées par range fixe (40°/35°), pas par MaxEye threshold