52 Commits

Author SHA1 Message Date
81bcd67428 Merge posture fixes: cascade two-step, ARKit normalization, diagonal tilt
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 14:44:56 +01:00
250ae5e04d Posture: fix cascade two-step, ARKit normalization, diagonal tilt
- Fix two-step body animation: head overflow now checked against
  TargetBodyWorldYaw (body TARGET) instead of current body position,
  preventing head overcompensation during body interpolation.
- Fix ARKit eye curve normalization: curves now normalized by fixed
  physical range (30°/20°) instead of configurable MaxEye thresholds.
  MaxEye controls cascade threshold only, not visual deflection.
- Fix diagonal head tilt: full FQuat pipeline (no FRotator round-trip)
  + swing-twist decomposition using bone's actual tilt axis (accounts
  for MetaHuman ~11.5° reference pose rotation on head bone).
- Clean up diagnostic logging: reduced to Log level, removed verbose
  per-frame quaternion dumps from investigation phase.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 14:41:03 +01:00
7c235106d6 Add Uasset and fox for postures 2026-02-25 13:58:23 +01:00
780101d389 Posture: relative sticky cascade + thread safety + quaternion head rotation
Rewrite posture system as a relative cascade (Eyes → Head → Body) with
persistent sticky targets. Each layer stays put until the layer below
overflows its max angle, then realigns fully toward the target.

Key changes:
- Thread safety: FCriticalSection protects AnimNode shared data
- Persistent TargetHeadYaw/Pitch: overflow checked against target (not
  interpolating current) so head completes full realignment
- Persistent TargetBodyWorldYaw: body only moves when head+eyes combined
  range is exceeded (sticky, same pattern as head)
- Quaternion head rotation: compose independent NodQuat × TurnQuat to
  avoid diagonal coupling that FRotator causes
- Eye curves: negate CurrentEyeYaw for correct ARKit convention
- AnimNode: enhanced logging, axis diagnostic define (disabled)
- Remove old percentage/degree activation thresholds (max angles serve
  as natural thresholds in the relative cascade)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 13:28:08 +01:00
7373959d8b v2.4.0: Posture component — multi-layer look-at (body/head/eyes)
New ElevenLabsPostureComponent with 3-layer rotation distribution:
- Body (60%): rotates entire actor (yaw only) via SetActorRotation
- Head (20%): direct bone transform in AnimNode
- Eyes (10%): 8 ARKit eye look curves (eyeLookUp/Down/In/Out L/R)

Features:
- Configurable rotation percentages and angle limits per layer
- Smooth FInterpTo interpolation with per-layer speeds
- TargetActor + TargetOffset for any actor type (no skeleton required)
- Smooth return to neutral when TargetActor is cleared
- Blue AnimGraph node in ElevenLabs category

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 21:16:57 +01:00
88c175909e v2.3.0: Separate emotion data asset + code cleanup
- Create dedicated UElevenLabsEmotionPoseMap data asset for emotions
- FacialExpressionComponent now uses EmotionPoseMap (not LipSyncPoseMap)
- Remove emotion data (FElevenLabsEmotionPoseSet, EmotionPoses TMap) from LipSyncPoseMap
- Add ElevenLabsEmotionPoseMapFactory for Content Browser asset creation
- Standardize log format to [T+Xs] [Turn N] in ConversationalAgentComponent
- Remove unused #include "Engine/World.h"
- Simplify collision log to single line

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 20:17:04 +01:00
f6541bd7e2 v2.2.0: Separate AnimNode for facial expressions + real-time emotion anim playback
- New AnimNode_ElevenLabsFacialExpression: independent AnimBP node for emotion expressions
- New AnimGraphNode (amber color) in ElevenLabs category for AnimBP editor
- Emotion AnimSequences now play in real-time (looping) instead of static pose at t=0
- Smooth crossfade between emotions with configurable duration
- LipSync AnimNode skips near-zero curves so emotion base layer shows through during silence
- Removed emotion merge from LipSyncComponent (now handled by AnimBP node ordering)
- Removed verbose per-tick VISEME debug log
- Two-layer AnimBP chain: FacialExpression → LipSync → mh_arkit_mapping_pose

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 19:13:18 +01:00
949efd5578 metahuman datas 2026-02-24 18:13:56 +01:00
f57bb65297 WIP: Emotion facial expressions + client tool support
- ElevenLabs client tool call/result WebSocket support (set_emotion)
- EElevenLabsEmotion + EElevenLabsEmotionIntensity enums
- Emotion poses in PoseMap data asset (Normal/Medium/Extreme per emotion)
- Standalone ElevenLabsFacialExpressionComponent (separated from LipSync)
- Two-layer architecture: emotion base (eyes/brows/cheeks) + lip sync on top (mouth)
- Smooth emotion blending (~500ms configurable transitions)
- LipSync reads emotion curves from FacialExpressionComponent via GetCurrentEmotionCurves()

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 18:08:23 +01:00
e57be0a1d9 v2.1.0: Decoupled viseme timeline with quintic crossfade and tuned dead zone
Decouple viseme timing from 32ms audio chunks by introducing an independent
FVisemeTimelineEntry timeline evaluated at render framerate. Playback-time
envelope tracking from consumed queue frames replaces arrival-time-only
updates, with fast 40ms decay when queue is empty.

- Viseme subsampling caps at ~10/sec (100ms min) to prevent saccades
- Full-duration quintic smootherstep crossfade (C2 continuous, no hold phase)
- Dead zone lowered to 0.15 for cleaner silence transitions
- TotalActiveFramesSeen cumulative counter for accurate timeline scaling
- Absolute cursor preservation on timeline rebuild
- Moderate Lerp smoothing (attack 0.55, release 0.40)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 16:46:36 +01:00
aa3010bae8 v2.0.0: Syllable-core lip sync + pose-based phoneme mapping
Major rewrite of the lip sync system for natural, syllable-level
mouth animation using artist-crafted phoneme pose AnimSequences.

Pose system:
- ElevenLabsLipSyncPoseMap UDataAsset maps OVR visemes to AnimSequences
- Curve extraction at BeginPlay from MHF_AA, MHF_PBM, etc. poses
- 50+ CTRL_expressions curves per viseme for MetaHuman fidelity
- Editor factory for creating PoseMap assets via right-click menu

Syllable-core viseme filter:
- Only emit vowels (aa, E, ih, oh, ou) and lip-visible consonants
  (PP=P/B/M, FF=F/V, CH=CH/SH/J) — ~1-2 visemes per syllable
- Skip invisible tongue/throat consonants (DD, kk, SS, nn, RR, TH)
- Audio amplitude handles pauses naturally (no text-driven sil)
- Removes "frantic mouth" look from articulating every phoneme

French pronunciation fixes:
- Apostrophe handling: d'accord, s'il — char before ' not word-final
- E-muet fix for short words: je, de, le (≤2 chars) keep vowel
- Double consonant rules: cc, pp, ff, rr, bb, gg, dd

Silence detection (pose mode):
- Hybrid amplitude: per-window RMS for silence gating (32ms),
  chunk-level RMS for shape intensity (no jitter on 50+ curves)
- Intra-chunk pauses now visible (mouth properly closes during gaps)

Pose-mode optimizations:
- Skip spectral analysis (text visemes provide shape)
- Gentler viseme smoothing (attack ×0.7, release ×0.45)
- Skip blendshape double-smoothing (avoids vibration)
- Higher viseme weight threshold (0.05 vs 0.001)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 13:47:10 +01:00
6543bc6785 v1.9.1: Fix audio loss after interruption, instant audio stop, lip sync reset
- Fix event_id filtering bug: reset LastInterruptEventId when new generation
  starts, preventing all audio from being silently dropped after an interruption
- Match C++ sample API config: remove optimize_streaming_latency and
  custom_llm_extra_body overrides, send empty conversation_config_override
  in Server VAD mode (only send turn_timeout in Client mode)
- Instant audio stop on interruption: call ResetAudio() before Stop() to
  flush USoundWaveProcedural's internal ring buffer
- Lip sync reset on interruption/stop: bind OnAgentInterrupted (snap to
  neutral) and OnAgentStoppedSpeaking (clear queues) events
- Revert jitter buffer (replaced by pre-buffer approach, default 2000ms)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 09:48:56 +01:00
c2142f3e6b v1.9.0: Fix audio gaps, pre-buffer, and lip sync neutral pose
- Remove silence padding accumulation bug: QueueAudio'd silence was
  accumulating in USoundWaveProcedural's internal buffer during TTS gaps,
  delaying real audio by ~800ms. USoundWaveProcedural with
  INDEFINITELY_LOOPING_DURATION generates silence internally instead.
- Fix pre-buffer bypass: guard OnProceduralUnderflow with bPreBuffering
  check — the audio component never stops (INDEFINITELY_LOOPING_DURATION)
  so it was draining AudioQueue during pre-buffering, defeating it entirely.
- Audio pre-buffer default 2000ms (max 4000ms) to absorb ElevenLabs
  server-side TTS inter-chunk gaps (~2s between chunks confirmed).
- Add diagnostic timestamps [T+Xs] in HandleAudioReceived and
  AudioQueue DRY/recovered logs for debugging audio pipeline timing.
- Fix lip sync not returning to neutral: add snap-to-zero (< 0.01)
  in blendshape smoothing pass and clean up PreviousBlendshapes to
  prevent asymptotic Lerp residuals keeping mouth slightly open.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-22 20:37:23 +01:00
7dfffdbad8 Lip sync v2: text persistence across TTS chunks, audio pre-buffering, smoothing fixes
- Fix text erasure between TTS audio chunks (bFullTextReceived guard):
  partial text now persists across all chunks of the same utterance instead
  of being erased after chunk 1's queue empties
- Add audio pre-buffering (AudioPreBufferMs, default 250ms) to absorb TTS
  inter-chunk gaps and eliminate mid-sentence audio pauses
- Lip sync pauses viseme queue consumption during pre-buffer to stay in sync
- Inter-frame interpolation (lerp between consumed and next queued frame)
  for smoother mouth transitions instead of 32ms step-wise jumps
- Reduce double-smoothing (blendshape smooth 0.8→0.4, release 0.5→0.65)
- Adjust duration weights (vowels 2.0/1.7, plosives 0.8, silence 1.0)
- UI range refinement (AmplitudeScale 0.5-1.0, SmoothingSpeed 35-65)
- Silence padding capped at 512 samples (32ms) to prevent buffer accumulation
- Audio playback restart on buffer underrun during speech
- Optimized log levels (most debug→Verbose, kept key diagnostics at Log)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-22 19:34:36 +01:00
ce7a146ce9 Commit Lipsync WIP 2026-02-22 15:54:53 +01:00
224af6a27b WIP: Add ElevenLabsLipSyncComponent with spectral analysis lip sync
Real-time lip sync component that performs client-side spectral analysis
on the agent's PCM audio stream (ElevenLabs doesn't provide viseme data).

Pipeline: 512-point FFT (16kHz) → 5 frequency bands → 15 OVR visemes
→ ARKit blendshapes (MetaHuman compatible) → auto-apply morph targets.

Currently uses SetMorphTarget() which may be overridden by MetaHuman's
Face AnimBP — face animation not yet working. Debug logs added to
diagnose: audio flow, spectrum energy, morph target name matching.

Next steps: verify debug output, fix MetaHuman morph target override
(likely needs AnimBP integration like Convai approach).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-22 11:23:34 +01:00
52f75f884b Clean Map and sample Actor Before lypsinc 2026-02-22 10:05:14 +01:00
4ee09f4e58 actor 2026-02-22 09:31:13 +01:00
a26361a7b2 Remove Units meta from MicChunkDurationMs to fix slider display
UE was converting the raw ms value to seconds in the Details panel,
showing "0.1 s" instead of "100". Removing Units="ms" lets the slider
display the integer value directly.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-22 09:30:50 +01:00
cb78e3249c Add detailed English tooltips to all ElevenLabs UPROPERTY parameters
All configuration and event properties in ConversationalAgentComponent and
MicrophoneCaptureComponent now have explicit ToolTip meta for clear descriptions
in the Unreal Editor Details panel.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-22 09:18:50 +01:00
20a6e30377 v1.8.0: Server VAD interruption, partial response fix, configurable chunk size
- Server VAD + interruption: mic stays open while agent speaks, server
  detects user voice and triggers interruption automatically. Echo
  suppression disabled in this mode so audio reaches the server.
- Fix agent_chat_response_part parsing: ElevenLabs API now uses
  text_response_part.text instead of agent_chat_response_part_event.
  Added fallback for legacy format.
- Expose MicChunkDurationMs as UPROPERTY (20-500ms, default 100ms)
  instead of compile-time constant.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-22 09:13:02 +01:00
152fc6196d v1.7.1: Fix mic not heard + latency optimizations + thread safety
Fix regression from v1.7.0 where agent couldn't hear user speech:
- Restore AsyncTask game-thread dispatch for delegate broadcast (AddUObject
  weak pointer checks are not thread-safe from WASAPI thread)
- Keep early echo suppression in WASAPI callback (before resampling)
- Keep MicChunkMinBytes at 3200 (100ms) for lower latency
- Add thread safety: std::atomic<bool> for bIsListening/bAgentSpeaking/bCapturing,
  FCriticalSection for MicSendLock and WebSocketSendLock
- Add EchoSuppressFlag pointer from agent to mic component

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-22 08:46:15 +01:00
f23acc8c1c Ajout sample CPP 2026-02-21 20:48:10 +01:00
d8957625f8 rollback to a more functional version but not perfect 2026-02-21 19:49:26 +01:00
1b883f532f Fix collision stuck state + add streaming partial text event
- Skip mic buffer flush during collision avoidance (bAgentGenerating guard
  in StopListening) to prevent sending audio to a mid-generation server
  which caused both sides to stall permanently
- Add OnAgentPartialResponse event: streams LLM text fragments from
  agent_chat_response_part in real-time (opt-in via bEnableAgentPartialResponse),
  separate from the existing OnAgentTextResponse (full text at end)
- French agent server drop after 3 turns is a server-side issue, not client

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:24:50 +01:00
d63c1776b5 last commit before new session 2026-02-20 18:39:34 +01:00
0dc9d67308 Debug in progress 2026-02-20 15:18:03 +01:00
9f28ed7457 Working ! 2026-02-20 08:24:56 +01:00
f7f0b0c45b Fix voice input: resampler stereo bug, remove invalid turn mode, cleanup
Three bugs prevented voice input from working:

1. ResampleTo16000() treated NumFrames as total samples, dividing by
   channel count again — losing half the audio data with stereo input.
   The corrupted audio was unrecognizable to ElevenLabs VAD/STT.

2. Sent nonexistent "client_vad" turn mode in session init. The API has
   no turn.mode field; replaced with turn_timeout parameter.

3. Sent user_activity with every audio chunk, which resets the turn
   timeout timer and prevents the server from taking its turn.

Also: send audio chunks as compact JSON, add message type debug logging,
send conversation_initiation_client_data on connect.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 08:05:39 +01:00
b888f7fcb6 Update memory: document v1.5.0 mic chunk size fix
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 18:42:47 +01:00
91cf5b1bb4 Fix audio chunk size: accumulate mic audio to 100ms before sending
WASAPI fires mic callbacks every ~5ms (158 bytes at 16kHz 16-bit mono).
ElevenLabs VAD/STT requires a minimum of ~100ms (3200 bytes) per chunk.
Tiny fragments arrived at the server but were never processed, so the
agent never transcribed or responded to user speech.

Fix: OnMicrophoneDataCaptured now appends to MicAccumulationBuffer and
only calls SendAudioChunk once >= 3200 bytes are accumulated. StopListening
flushes any remaining bytes before sending UserTurnEnd so the final words
of an utterance are never discarded. HandleDisconnected also clears the
buffer to prevent stale data on reconnect.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 18:41:58 +01:00
993a827c7b add ignore 2026-02-19 17:42:18 +01:00
c39c70e3e4 Add sln file + change to unreal blueprint for testing 2026-02-19 17:23:57 +01:00
302337b573 memory 2026-02-19 15:02:55 +01:00
99017f4067 Update test_AI_Actor blueprint asset
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 14:56:06 +01:00
e464cfe288 Update plugin documentation to v1.1.0
Reflects all bug fixes and new features added since initial release:
- Binary WS frame handling (JSON vs raw PCM discrimination)
- Corrected transcript message type and field names
- Corrected pong format (top-level event_id)
- Corrected client turn mode (user_activity, no explicit end message)
- New SendTextMessage feature documented with Blueprint + C++ examples
- Added Section 13: Changelog (v1.0.0 / v1.1.0)
- Updated audio pipeline diagram for raw binary PCM output path
- Added OnAgentConnected timing note (fires after initiation_metadata)
- Added FTranscriptSegment clarification (speaker always "user")
- Added API key / git workflow note in Security section
- New troubleshooting entries for binary frames and OnAgentConnected
- New "Test without microphone" common pattern

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 14:01:09 +01:00
483456728d Fix: distinguish binary audio frames from binary JSON frames
ElevenLabs sends two kinds of binary WebSocket frames:
  1. JSON control messages (starts with '{') — decode as UTF-8, route to OnWsMessage
  2. Raw PCM audio (binary, does not start with '{') — broadcast directly as audio

Previously all binary frames were decoded as UTF-8 JSON, causing
"Failed to parse WebSocket message as JSON" for every audio frame.

Fix: peek at first byte of assembled frame buffer:
  - '{' → UTF-8 JSON path (null-terminated, routed to existing message handler)
  - anything else → raw PCM path (broadcast directly to OnAudioReceived)

Also: improved "Failed to parse JSON" log to show first 80 chars of message,
and added verbose hex dump of binary audio frame prefix for diagnostics.
Compiles cleanly on UE 5.5 Win64.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 13:54:34 +01:00
669c503d06 Fix: handle binary WebSocket frames from ElevenLabs
ElevenLabs sends all JSON messages as binary WS frames, not text frames.
The OnRawMessage callback receives them; we were logging them as warnings
and discarding the data entirely — causing no events to fire at all.

Fix: accumulate binary frame fragments (BytesRemaining > 0 = more coming),
reassemble into a complete buffer, decode as UTF-8 JSON string, then route
through the existing OnWsMessage text handler unchanged.

Added BinaryFrameBuffer (TArray<uint8>) to proxy header for accumulation.
Compiles cleanly on UE 5.5 Win64.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 13:51:47 +01:00
b489d1174c Add SendTextMessage to agent component and WebSocket proxy
Sends {"type":"user_message","text":"..."} to the ElevenLabs API.
Agent responds with audio + text exactly as if it heard spoken input.
Useful for testing without a microphone and for text-only NPC interactions.

Available in Blueprint on UElevenLabsConversationalAgentComponent.
Compiles cleanly on UE 5.5 Win64.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 13:49:03 +01:00
ae2c9b92e8 Fix 3 WebSocket protocol bugs found by API cross-check
Bug 1 — Transcript handler: wrong type string + wrong JSON fields
  - type was "transcript", API sends "user_transcript"
  - event key was "transcript_event", API uses "user_transcription_event"
  - field was "message", API uses "user_transcript"
  - removed non-existent "speaker"/"is_final" fields; speaker is always "user"

Bug 2 — Pong format: event_id must be top-level, not nested in pong_event
  - Was: {"type":"pong","pong_event":{"event_id":1}}
  - Fixed: {"type":"pong","event_id":1}

Bug 3 — Client turn mode: user_turn_start/end don't exist in the API
  - SendUserTurnStart now sends {"type":"user_activity"} (correct API message)
  - SendUserTurnEnd now a no-op with log (no explicit end message in API)
  - Renamed constants in ElevenLabsDefinitions.h accordingly

Also added AgentResponseCorrection and ConversationClientData constants.
Compiles cleanly on UE 5.5 Win64.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 13:43:08 +01:00
dbd61615a9 Add TestMap, test actor asset, update DefaultEngine.ini and memory
- DefaultEngine.ini: set GameDefaultMap + EditorStartupMap to TestMap
  (API key stripped — set locally via Project Settings, not committed)
- Content/TestMap.umap: initial test level
- Content/test_AI_Actor.uasset: initial test actor
- .claude/MEMORY.md: document API key handling, add memory file index,
  note private git server and TestMap as default map

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 13:40:08 +01:00
bbeb4294a8 Add ElevenLabs API reference doc for future Claude sessions
Covers: WebSocket protocol (all message types), Agent ID location,
Signed URL auth, REST agents API, audio format, UE5 integration notes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 13:35:35 +01:00
2bb503ae40 Add session log for 2026-02-19
Full record of everything done in today's session: plugin creation,
compile fixes, documentation (Markdown + PowerPoint), git history,
technical decisions made, and next steps.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 13:15:24 +01:00
1b7202603f Add PowerPoint documentation and update .gitignore
- PS_AI_Agent_ElevenLabs_Documentation.pptx: 20-slide dark-themed presentation
  covering overview, installation, quick start (BP + C++), component reference,
  data types, turn modes, security, audio pipeline, patterns, troubleshooting.
- .gitignore: exclude generate_pptx.py (dev tool, not needed in repo)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 13:14:33 +01:00
c833ccd66d Add plugin documentation for PS_AI_Agent_ElevenLabs
Covers: installation, project settings, quick start (Blueprint + C++),
full component/API reference, turn modes, security/signed URL mode,
audio pipeline diagram, common patterns, and troubleshooting guide.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 13:07:49 +01:00
3b98edcf92 Update memory: document confirmed UE 5.5 API patterns and plugin compile status
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 13:02:33 +01:00
bb1a857e86 Fix compile errors in PS_AI_Agent_ElevenLabs plugin
- Remove WebSockets from .uplugin (it is a module, not a plugin)
- Add AudioCapture plugin dependency to .uplugin
- Fix FOnAudioCaptureFunction: use OpenAudioCaptureStream (not deprecated
  OpenDefaultCaptureStream) and correct callback signature (const void* per UE 5.3+)
- Cast void* to float* inside OnAudioGenerate for float sample processing
- Fix TArray::RemoveAt: use EAllowShrinking::No instead of deprecated bool overload

Plugin now compiles cleanly with no errors or warnings on UE 5.5 / Win64.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 13:02:11 +01:00
b114ab063d Broaden .gitignore: use glob for all plugin Binaries/Intermediate
Replaces the plugin-specific path with a wildcard pattern so any
future plugin under Plugins/ is automatically excluded from version control.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 12:58:46 +01:00
4d6ae103db Update .gitignore: exclude plugin build artifacts and local Claude settings
Keeps existing ignores intact. Adds:
- Plugin Binaries/ and Intermediate/ (generated on first compile)
- *.sln / *.suo (generated by UE project regeneration)
- .claude/settings.local.json (machine-specific, not shared)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 12:58:31 +01:00
f0055e85ed Add PS_AI_Agent_ElevenLabs plugin (initial implementation)
Adds a new UE5.5 plugin integrating the ElevenLabs Conversational AI Agent
via WebSocket. No gRPC or third-party libs required.

Plugin components:
- UElevenLabsSettings: API key + Agent ID in Project Settings
- UElevenLabsWebSocketProxy: full WS session lifecycle, JSON message handling,
  ping/pong keepalive, Base64 PCM audio send/receive
- UElevenLabsConversationalAgentComponent: ActorComponent for NPC voice
  conversation, orchestrates mic capture -> WS -> procedural audio playback
- UElevenLabsMicrophoneCaptureComponent: wraps Audio::FAudioCapture,
  resamples to 16kHz mono, dispatches on game thread

Also adds .claude/ memory files (project context, plugin notes, patterns)
so Claude Code can restore full context on any machine after a git pull.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 12:57:48 +01:00