150 Commits

Author SHA1 Message Date
eb5113ea30 Fix TeamId auto-assignment and interface default implementations
- Always recalculate TeamId at OnPossess (BP CDOs may reset to 0)
- Remove duplicate _Implementation definitions (UHT auto-generates them)
- Fixes crash when interface functions not overridden in BP

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 20:03:14 +01:00
1799ba28c0 Delegate combat to Pawn via IPS_AI_Behavior interface
- Add BehaviorStartAttack/BehaviorStopAttack to IPS_AI_Behavior_Interface
- Attack task now calls interface instead of CombatComponent directly
- Task stays InProgress permanently, Decorator Observer Aborts handles exit
- Remove CombatComponent dependency from Attack task
- Pawn handles actual aiming/shooting via its own systems

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 18:42:30 +01:00
9d054cc46f Fix BT state transitions, attack persistence, and hostile team switching
BT Attack task:
- Stay InProgress permanently instead of returning Succeeded after each attack
- Stay InProgress on MoveToActor failure instead of Failed (retry next tick)
- Add verbose logging for attack state (target, range, distance)

BT EvaluateReaction service:
- Auto-detect hostility changes via IPS_AI_Behavior interface
- Dynamically update TeamId when IsBehaviorHostile() changes (infiltrator reveal)

AIController:
- Remove GetBehaviorTeamId from interface (TeamId is now 100% automatic)
- TeamId derived from NPCType + hostile state, no user implementation needed
- Add BB State change logging for debug
- Use SetValueAsEnum consistently for BehaviorState key

Interface:
- Remove GetBehaviorTeamId — TeamId is computed by the plugin automatically

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 18:02:48 +01:00
2e04cb0334 Fix perception, patrol, and spline following for PS_AI_Behavior
Perception:
- Configure senses in BeginPlay + RequestStimuliListenerUpdate (not constructor)
- Filter threats by team attitude: only Hostile actors generate threat
- Skip Friendly and Neutral actors in CalculateThreatLevel and GetHighestThreatActor
- All Hostile actors are valid threats regardless of TargetPriority list

Blackboard:
- Use SetValueAsEnum/GetValueAsEnum for BehaviorState key (was Int)

Patrol:
- Auto NavMesh patrol when no manual waypoints defined
- Project HomeLocation onto NavMesh before searching random points
- Fallback to NPC current position if HomeLocation not on NavMesh

Spline following:
- Choose direction based on NPC forward vector vs spline tangent (not longest distance)
- Skip re-search if already following a spline (prevent BT re-boucle)
- Reverse at end: wait for NPC to catch up before inverting direction
- Use NPC actual CharacterMovement speed for target point advancement
- Face toward target point (not spline tangent) to prevent crab-walking in turns
- Junction switching: direction continuity check, 70% switch chance, world gap tolerance
- Debug draw: green sphere (target), yellow line (gap), cyan arrow (tangent), text overlay
- Add GetWorldDirectionAtDistance to SplinePath

Editor:
- Add Placeable to SplinePath and CoverPoint UCLASS
- Add PersonalityProfileFactory for Data Asset creation
- Add EnsureBlackboardAsset declaration

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 15:44:39 +01:00
909583a1bb Fix PS_AI_Behavior compilation errors for UE 5.5
- Remove NavigationSystem from .uplugin Plugins (it's a module, not a plugin)
- Fix UInterface naming: IPS_AI_Behavior -> IPS_AI_Behavior_Interface (UHT requirement)
- Fix TWeakObjectPtr<AActor> TArray not Blueprint-compatible (remove BlueprintReadOnly)
- Fix UseBlackboard TObjectPtr ref: use raw pointer intermediary
- Fix FEdMode::HandleClick signature: FInputClick -> FViewportClick (UE 5.5)
- Fix SplineNetwork: use OnWorldBeginPlay(UWorld&) override instead of delegate
- Fix PerceptionComponent: remove const from methods calling non-const GetActorsPerception
- Fix EQS SetScore: use 5-arg float overload (Score, FilterMin, FilterMax)
- Fix BTTask_FindCover: add missing Definitions.h include, fix const World
- Fix BTTask_FollowSpline: replace AddWeakLambda with polling in TickTask
- Fix CoverPoint: initialize Color before switch, add default case
- Export LogPS_AI_Behavior with PS_AI_BEHAVIOR_API for cross-module visibility
- Remove unused variables (WorldOrigin, WorldDirection)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 08:41:42 +01:00
5d5b85380a Add PS_AI_Behavior plugin: NPC behavior system with BT, EQS, splines, cover, and editor tools
New plugin providing a complete NPC behavior framework:

- Personality system: score-based traits (Courage, Aggressivity, Caution, Loyalty, Discipline)
  with PersonalityProfile data assets and runtime-modifiable traits
- NPC types: Civilian, Enemy, Protector with team affiliation and perception
- IPS_AI_Behavior interface: decoupled bridge between plugin and host project
  (type, hostility, team, movement speed, state notifications)
- AIController: auto Blackboard setup, BT launch, team ID mapping,
  GetTeamAttitudeTowards (Civilian<->Protector friendly), soft ConvAgent binding
- Perception: sight/hearing/damage senses, target priority system per profile,
  multi-player support, ClassifyActor helper
- BT nodes: UpdateThreat, EvaluateReaction services; CheckTrait decorator;
  Patrol, FleeFrom, FindCover, Attack, FollowSpline, FindAndFollowSpline tasks
- Combat: CombatComponent with range, cooldown, damage, NetMulticast attack events
- Spline navigation: SplinePath actors (typed), SplineNetwork subsystem with
  junction detection, SplineFollowerComponent for fluid movement
- Cover points: manually placed CoverPoint actors (Cover/HidingSpot),
  occupancy system, hybrid BTTask (manual + procedural fallback),
  EQS generator for cover point queries
- Editor tools: SplineEdMode with interactive placement, cover point tool,
  SplinePanel (list, create, validate, snap-to-ground), SplineVisualizer
  (junctions, direction arrows, distance markers)
- Replication: CurrentState, ThreatLevel, CurrentTarget, CurrentSpline replicated
  for multiplayer; server-authoritative AI with client cosmetic callbacks
- Movement speed per state: configurable in PersonalityProfile, applied via interface

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 08:27:20 +01:00
a07ac36686 no message 2026-03-16 18:26:36 +01:00
18996a7254 Add Expressive Mode support for ElevenLabs V3 Conversational TTS
- Add bExpressiveMode toggle and editable ExpressiveModePromptFragment
  with audio tag instructions ([laughs], [whispers], [sighs], [slow], [excited])
- BuildAgentPayload: append prompt fragment, set expressive_mode API field
  on agent config, auto-override TTS model to eleven_v3_conversational
- OnFetchAgent: strip expressive fragment from prompt (exact + marker fallback),
  read expressive_mode bool from API, auto-detect V3 model
- TTS model combo: inject asset's current model if absent from /v1/models list
  (covers agent-only models like eleven_v3_conversational)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-12 11:06:20 +01:00
e5a32f5997 Fix audio cutoff and lip sync activation bugs during agent switching
- Fix A→B→A audio cutoff: when switching back to a pending-leave agent,
  cancel the deferred leave instead of force-completing it (was calling
  StopAgentAudio on the agent we're returning to)
- Fix deferred leave firing during TTS gaps: use IsAgentSpeakingOrPending()
  instead of IsAgentSpeaking() — checks bAgentGenerating and
  bAgentResponseReceived to avoid premature leave during inter-batch silence
- Convert silence detection from tick-based to time-based: SilentTickCount
  → SilentTime (float seconds), GeneratingTickCount → GeneratingTime.
  Consistent behavior regardless of frame rate (was 5s@120fps vs 20s@30fps)
- Fix lazy binding: add OnAgentConnected/OnAgentDisconnected in LipSync
  and FacialExpression TickComponent lazy-bind path (bActive stayed false
  forever in packaged builds when component init order differed)
- Fix reconnection: reset bWaitingForAgentResponse and GeneratingTime
  before entering reconnect mode to avoid stale state on new session
- Fix event_ID audio filtering: reset LastInterruptEventId in
  HandleAgentResponse and SendUserTurnStart so first audio chunks of a
  new turn are not silently discarded by stale interrupt filter
- Preserve retained gaze when switching back to same agent (don't
  CleanupRetainedGaze if PrevRetained == NewAgent)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-12 09:50:43 +01:00
aea02abe89 Add ForceDisableConversation, ActionSet data asset, passive gaze, and debug HUD improvements
- ForceDisableConversation/ForceEnableConversation: disable agent conversation
  with blend-out monitoring and OnReadyForAction event (with ActionName param)
- ActionSet data asset: configurable action list per agent with editor
  customization (Update All Agents button, custom detail panel)
- Passive gaze by proximity: nearby non-selected agents track the player
  with configurable head+eyes and body checkboxes (bAutoPassiveGaze,
  bPassiveGazeHeadEyes, bPassiveGazeBody)
- Retained gaze on conversation switch now uses the same passive gaze config
- OnPassiveGazeStarted/OnPassiveGazeStopped events on ElevenLabsComponent
- Fix debug HUD key collisions: per-actor key ranges prevent multi-agent
  HUD flickering, add actor name to all HUD titles
- Fix retained gaze bug: re-activate gaze after ExecuteLeave before
  ApplyConversationGaze kills it
- Safety timeout (5s) for blend-out monitoring
- Guard on AttachGazeTarget when conversation is disabled

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-11 09:59:22 +01:00
eaa52a5c5f Unreal Datas updated 2026-03-06 17:07:30 +01:00
28aed55cd3 Allow switching agents mid-conversation by looking at another agent
Conversation lock no longer prevents switching to a different agent.
When in an active conversation, the player can look at another nearby
agent for ConversationSwitchDelay seconds (default 1s) to switch.
Looking at empty space keeps the current agent selected (no deselect).
Works in multiplayer — each player has independent switch tracking.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 17:07:03 +01:00
4456dfa9dc Add turn eagerness, speculative turn, adaptive pre-buffer, and latency HUD improvements
- Add TurnEagerness (Eager/Normal/Patient) and bSpeculativeTurn to agent config
  data asset, sent as conversation_config_override at WebSocket connection time
- Add adaptive pre-buffer system: measures inter-chunk TTS timing and decreases
  pre-buffer when chunks arrive fast enough (decrease-only, resets each conversation)
- New UPROPERTY: bAdaptivePreBuffer toggle, AudioPreBufferMs as starting/worst-case value
- Rework latency HUD: TTS+Net, PreBuf actual/target with trend indicator, Gen>Ear,
  WS Ping, server region display
- Fetch ElevenLabs server region from REST API x-region header
- Add editor Detail Customization: TurnEagerness dropdown + SpeculativeTurn checkbox
  in AgentConfig with LLM picker and Language picker

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 16:43:20 +01:00
2169c58cd7 Update memory: latency HUD status + future server-side metrics TODO
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 18:47:11 +01:00
5fad6376bc Fix latency HUD: anchor all metrics to agent_response_started
user_transcript arrives AFTER agent_response_started in Server VAD mode
(the server detects end of speech via VAD, starts generating immediately,
and STT completes later). This caused Transcript>Gen to show stale values
(19s) and Total < Gen>Audio (impossible).

Now all metrics are anchored to GenerationStartTime (agent_response_started),
which is the closest client-side proxy for "user stopped speaking":

- Gen>Audio: generation start → first audio chunk (LLM + TTS)
- Pre-buffer: wait before playback
- Gen>Ear: generation start → playback starts (user-perceived)

Removed STTToGenMs, TotalMs, EndToEarMs, UserSpeechMs (all depended on
unreliable timestamps). Simpler, always correct, 3 clear metrics.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 18:39:49 +01:00
0b190c3149 Rework latency HUD: base all measurements on first user_transcript
Previous approach used TurnEndTime (from StopListening) which was never
set in Server VAD mode. Now all latency measurements are anchored to
TurnStartTime, captured when the first user_transcript arrives from the
ElevenLabs server — the earliest client-side confirmation of user speech.

Timeline: [user speaks] → STT → user_transcript(=T0) → agent_response_started → audio → playback

Metrics shown:
- Transcript>Gen: T0 → generation start (LLM think time)
- Gen>Audio: generation start → first audio chunk (LLM + TTS)
- Total: T0 → first audio chunk (full pipeline)
- Pre-buffer: wait before playback
- End-to-Ear: T0 → playback starts (user-perceived)

Removed UserSpeechMs (unmeasurable without client-side VAD).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 18:32:59 +01:00
56b072c45e Fix UserSpeechMs growing indefinitely in Server VAD mode
TurnStartTime was only set in StartListening(), which is called once.
In Server VAD + interruption mode the mic stays open, so TurnStartTime
was never updated between turns. Now reset TurnStartTime when the agent
stops speaking (normal end + interruption), marking the start of the
next potential user turn.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 18:27:14 +01:00
a8dd5a022f Fix latency HUD showing --- in Server VAD mode
Move latency reset from StopListening to HandleAgentResponseStarted.
In Server VAD + interruption mode, StopListening is never called so
TurnEndTime stayed at 0 and all dependent metrics showed ---. Now
HandleAgentResponseStarted detects whether StopListening provided a
fresh TurnEndTime; if not (Server VAD), it uses Now as approximation.
Also fix DisplayTime from 0 to 1s to prevent HUD flicker.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 18:22:28 +01:00
955c97e0dd Improve latency debug HUD: separate toggle, per-turn reset, multi-line display
- Add bDebugLatency property + CVar (ps.ai.ConvAgent.Debug.Latency)
  independent from bDebug to save HUD space
- Reset latencies to zero each turn (StopListening) instead of persisting
- Add UserSpeechMs and PreBufferMs to the latency struct
- Move latency captures outside bDebug guard (always measured)
- Replace single-line latency in DrawDebugHUD with dedicated DrawLatencyHUD()
  showing 6 metrics on separate lines with color coding

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 18:06:39 +01:00
d60f8d8484 Add response latency metrics to ElevenLabs debug HUD
Track 4 latencies per conversation turn (computed only when bDebug is active):
- STT→Gen: user stops talking → server starts generating
- Gen→Audio: server generating → first audio chunk received
- Total: user stops talking → first audio chunk (end-to-end)
- End-to-Ear: user stops talking → audio playback starts (includes pre-buffer)

New timestamps: GenerationStartTime (HandleAgentResponseStarted),
PlaybackStartTime (3 OnAudioPlaybackStarted sites). Values persist on
HUD between turns, reset when new turn starts.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 17:51:25 +01:00
6d4ef21269 Merge feature/multi-player-shared-agent into main 2026-03-05 17:39:05 +01:00
c922fd304c Fix multi-player regressions: audio/text drops, thread safety
1. StartConversationWithSelectedAgent: remove early return when WebSocket
   is already connected (persistent mode). Always call ServerJoinConversation
   so the pawn is added to NetConnectedPawns and bNetIsConversing is set.

2. ServerSendMicAudioFromPlayer: bypass speaker arbitration in standalone
   mode (<=1 connected pawn). Send audio directly to avoid silent drops
   caused by pawn not being in NetConnectedPawns array. Add warning logs
   for multi-player drops to aid debugging.

3. OnMicrophoneDataCaptured: restore direct WebSocketProxy->SendAudioChunk
   on the server path. This callback runs on the WASAPI audio thread —
   accessing game-thread state (NetConnectedPawns, LastSpeakTime) was
   causing undefined behavior. Internal mic is always the local player,
   no speaker arbitration needed.

4. StopListening flush: send directly to WebSocket (active speaker already
   established, no arbitration needed for the tail of the current turn).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 15:33:43 +01:00
ca10689bb6 Fix thread-safety crash in LipSync anim node: TMap race condition
GetCurrentBlendshapes() was copying CurrentBlendshapes on the anim worker
thread while the game thread mutated it (TSet::UnhashElements crash).
Use a snapshot pattern: game thread copies to ThreadSafeBlendshapes under
FCriticalSection at end of TickComponent, anim node reads the snapshot.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 15:16:10 +01:00
8d4065944c Multi-player shared agent: multiple players can converse with the same agent simultaneously
Replace exclusive single-player agent lock with shared multi-player model:
- NetConversatingPawn/Player → NetConnectedPawns array + NetActiveSpeakerPawn
- Server-side speaker arbitration with hysteresis (0.3s) prevents gaze ping-pong
- Speaker idle timeout (3.0s) clears active speaker after silence
- Agent gaze follows the active speaker via replicated OnRep_ActiveSpeaker
- New ServerJoinConversation/ServerLeaveConversation RPCs (idempotent join/leave)
- Backward-compatible: old ServerRequest/Release delegate to new Join/Leave
- InteractionComponent no longer skips occupied agents
- DrawDebugHUD shows connected player count and active speaker
- All mic audio paths (FeedExternalAudio, OnMicCapture, StopListening flush) route
  through speaker arbitration

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 15:01:26 +01:00
8ad66ae4d5 Use CameraComponent for view point and gaze target (VR/FPS compatibility)
- InteractionComponent: GetPawnViewPoint() now prefers UCameraComponent
  over PlayerController::GetPlayerViewPoint() — fixes agent selection
  in VR where the pawn root stays at spawn while the HMD moves freely
- GazeComponent: ResolveTargetPosition() uses camera first for locally
  controlled pawns (VR HMD / FPS eye position), falls back to bone
  chain for NPCs and remote players in multiplayer

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 14:13:09 +01:00
e5f40c65ec sln 2026-03-05 13:34:04 +01:00
9321e21a3b Debug HUD: fix flicker, add CVars, mic VU meter, reuse existing mic component
- Fix DisplayTime=0.0f causing flicker on all debug HUDs (now 1.0f)
- Add per-component CVars (ps.ai.ConvAgent.Debug.*) for console debug toggle
- Add MicrophoneCapture debug HUD with VU meter (RMS/peak/dB bar)
- InteractionComponent reuses existing MicrophoneCaptureComponent on pawn
  instead of always creating a new one

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 13:33:33 +01:00
fb641d5aa4 Fix body expression sync, conversation stability, and persistent session disconnect
- Sync body animation with actual audio playback via new OnAudioPlaybackStarted
  delegate instead of OnAgentStartedSpeaking (accounts for pre-buffer delay)
- Fix stale pre-buffer broadcasts by cancelling bPreBuffering on silence detection
  and guarding pre-buffer timeout with bAgentSpeaking check
- Smooth body crossfade using FInterpTo instead of linear interpolation
- Add conversation lock in EvaluateBestAgent: keep agent selected during active
  conversation regardless of view cone (distance-only check prevents deselect
  flicker on fast camera turns)
- Broadcast OnAgentDisconnected in persistent session EndConversation so all
  expression components (body, facial, lip sync, gaze) properly deactivate
  when the player leaves the interaction zone

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 12:18:35 +01:00
2e96e3c766 Smooth transitions, lip sync speech blend, body expression override mode, SendTextToSelectedAgent
- Replace FInterpConstantTo with FInterpTo (exponential ease-out) in all 4 anim components
- Apply SmoothStep to crossfade alphas for smooth animation transitions
- Add SpeechBlendAlpha to LipSync: fades out mouth curves when not speaking,
  letting FacialExpression emotion curves (including mouth) show through
- Remove LipSync AnimNode grace period zeroing to avoid overwriting emotion curves
- Revert BodyExpression to override mode (additive broken with full-pose anims)
- Default ExcludeBones = neck_01 to prevent Gaze/Posture conflicts
- Fix mid-crossfade animation pop in BodyExpression SwitchToNewAnim
- Add Neutral emotion fallback in Body and Facial expression components
- Add SendTextToSelectedAgent convenience method on InteractionComponent
- Add debug HUD display for BodyExpression component
- Update CoreRedirects for Posture → Gaze rename

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:09:00 +01:00
8bb4371a74 Metahuman 2026-03-04 18:27:02 +01:00
acfae96420 Body Expression system, auto external mic, gaze auto-target eyes, cleanup bActive
- Add BodyExpression system: emotion-driven body animations with per-emotion
  anim lists (Idle/Normal/Medium/Extreme), random selection, auto-cycle on
  loop complete, crossfade transitions, upper-body-only or full-body mode
- Replace bExternalMicManagement with auto-detecting ShouldUseExternalMic()
- Add bAutoTargetEyes to GazeComponent: auto-aim at target's eye bones
  (MetaHuman), with fallback chain (eyes > head > FallbackEyeHeight)
- Hide bActive from Details panel on all 4 anim components (read-only,
  code-managed): FacialExpression, Gaze, LipSync, BodyExpression
- Remove misleading mh_arkit_mapping_pose warning from LipSync
- Add bUpperBodyOnly toggle to BodyExpression AnimNode

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 18:26:39 +01:00
ae40153252 V1 2026-03-03 14:01:26 +01:00
ac2d40b67b Fix head/eye tracking lost on 2nd conversation cycle (persistent session)
Three issues prevented posture re-activation on re-entry:
- StartConversation skipped bNetIsConversing/NetConversatingPawn in standalone
  (guarded by NM_Standalone check) so ApplyConversationPosture always deactivated
- SetSelectedAgent required !IsConnected() to auto-start conversation, but in
  persistent mode the WS stays connected → StartConversation never called on re-entry
- AttachPostureTarget never set Posture->bActive = true, relying solely on
  ApplyConversationPosture which could be skipped due to the above condition

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 13:43:48 +01:00
d035f5410a Add bPersistentSession: keep WebSocket alive across conversation cycles
When true (default), the first StartConversation() opens the WebSocket
and EndConversation() only stops the mic/posture — the WebSocket stays
open until EndPlay. The agent remembers the full conversation context.
When false, each Start/EndConversation opens/closes the WebSocket (previous behavior).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 12:50:56 +01:00
35d217f6ec Reliability & perf: atomic flags, WebSocket reconnect, zero-alloc eye curves, audio queue read-offset
- Make bAgentGenerating, bWaitingForAgentResponse, bWaitingForResponse,
  bFirstAudioResponseLogged, bAgentResponseStartedFired (std::atomic<bool>)
  and LastInterruptEventId (std::atomic<int32>) for thread-safety
- Add WebSocket auto-reconnection with exponential backoff (1s→30s cap,
  max 5 attempts), distinguishing intentional vs unexpected disconnects
- Add FillCurrentEyeCurves() zero-allocation method using FindOrAdd()
  to eliminate per-frame TMap heap allocation in anim thread
- Replace AudioQueue RemoveAt(0,N) with read-offset pattern — O(1) per
  underflow callback, periodic compaction when offset > half buffer

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 12:19:45 +01:00
8886e7a7a2 Client: override actor rotation with smoothed yaw to eliminate body mesh jitter
Previous fix only smoothed cascade inputs (head/eyes) via SmoothedBodyYaw
but the body mesh still followed the raw replicated actor rotation which
jumped at ~30Hz network rate. Now the client calls SetActorRotation with
the smoothed yaw so the mesh visually interpolates. Replication overwrites
on next network update; SmoothedBodyYaw absorbs the correction smoothly.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 11:37:59 +01:00
28964f0a40 fine tune eye look values 2026-03-03 11:28:12 +01:00
b5c52c9236 Client-side smoothing for replicated body rotation
Server-only AddActorWorldRotation (HasAuthority guard) prevents
client/server tug-of-war. Client interpolates toward replicated
rotation via SmoothedBodyYaw (angle-aware FInterpTo at 3x body
speed) to eliminate step artifacts from ~30Hz network updates.
Cascade (DeltaYaw, head, eyes) uses SmoothedBodyYaw on all machines.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 11:23:44 +01:00
7f92dcab51 Revert animation-only body tracking — restore AddActorWorldRotation
The pelvis bone rotation approach didn't work in practice. Reverts to
the previous AddActorWorldRotation() body tracking (replicated actor
rotation). Thread-safety fix and deprecated IsValid() removal are kept.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 11:07:24 +01:00
677f08e936 Fix thread-safety crash and body rotation saccades in network play
- FacialExpressionComponent: add FCriticalSection around emotion curves
  to prevent race between TickComponent (game thread) and anim worker
  thread — root cause of EXCEPTION_ACCESS_VIOLATION at Evaluate_AnyThread
- Remove deprecated FBlendedCurve::IsValid() guards (UE 5.5: always true)
- Body tracking: replace AddActorWorldRotation() with animation-only
  pelvis bone rotation via AnimNode — eliminates replication tug-of-war
  that caused client-side saccades when server overwrote local rotation

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 10:55:59 +01:00
45ee0c6f7d fix crash + posture replication 2026-03-03 10:21:52 +01:00
1c4dbfc402 Merge branch 'main' of ssh://git.polymorph.fr:5070/j.foucher/PS_AI_Agent 2026-03-03 09:30:44 +01:00
86b7d9744e Opus-compress mic audio on client→server relay path (~16x bandwidth reduction)
- Create OpusEncoder on ALL machines (was Authority-only) — clients now
  encode mic audio, server decodes it; server still encodes agent audio
- FeedExternalAudio / OnMicrophoneDataCaptured: Opus-encode accumulated
  PCM buffer before sending via ServerRelayMicAudio RPC on client path
  (~200 bytes/100ms instead of 3200 bytes = ~16 Kbits/s vs 256 Kbits/s)
- ServerRelayMicAudio_Implementation: auto-detect Opus (size < raw chunk)
  and decode back to PCM before forwarding to WebSocket
- Add public DecompressMicAudio() helper for clean API access from
  InteractionComponent relay without exposing private Opus members
- Graceful fallback: if Opus unavailable, raw PCM is sent/received as before

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-02 18:27:40 +01:00
5e18e7cc8c disable ray tracing 2026-03-02 18:20:35 +01:00
3952847ece Enable audio spatialization by default for agent voice
- Attach AudioPlaybackComponent to owner's root component for proper
  3D world positioning (was unattached = stuck at origin)
- Enable default inline spatialization with 15m falloff distance when
  no external SoundAttenuation asset is set
- External SoundAttenuation asset still overrides the default if set

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-02 17:58:10 +01:00
76dd13944a remove lumen from scene 2026-03-02 17:54:13 +01:00
bf08bb67d9 Fix conversation handoff and server-side posture for network
- Auto-end conversation on deselection: when bAutoStartConversation is
  true and the player walks out of range, EndConversation() is called
  so the NPC becomes available for other players
- Server-side posture: add ApplyConversationPosture() helper called
  from ServerRequestConversation, ServerReleaseConversation,
  EndConversation (Authority path), and HandleDisconnected — fixes
  NPC not tracking the client on the listen server (OnRep never fires
  on Authority)
- Guard DetachPostureTarget: only clear TargetActor if it matches our
  pawn, preventing the server IC from overwriting posture set by the
  conversation system for a remote client

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-02 17:44:48 +01:00
215cb398fd Fix network saturation, lazy init, body tracking, and mic race condition
- Silence gate: skip sending silent mic audio over network RPCs on clients
  (~256 Kbits/s saved when not speaking, fixes chaotic teleporting)
- Lazy init: defer InteractionComponent mic creation from BeginPlay to
  TickComponent with IsLocallyControlled guard (fixes "No owning connection"
  from server-side replicas of remote pawns)
- Body tracking: use bNetIsConversing as fallback for IsConnected() on
  clients where WebSocket doesn't exist
- EvaluateBestAgent: null-check NetConversatingPawn before comparison
- MicCaptureComponent: use TWeakObjectPtr in AsyncTask lambda to prevent
  FMRSWRecursiveAccessDetector race on component destruction

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-02 17:23:26 +01:00
3c4389a43d Fix InteractionComponent ticking on server for remote client pawns
In a listen server, the server-side copy of a remote client's pawn also
has an InteractionComponent that ticks. This caused a race condition:
the server-side tick would start conversations using GetFirstPlayerController()
(= server's PC), setting NetConversatingPawn to the server's pawn instead
of the client's. The client's relay RPC arrived too late and was rejected
because bNetIsConversing was already true.

Fix: disable tick and skip mic creation in BeginPlay for non-locally-controlled
pawns. The client handles all interaction locally via relay RPCs.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-02 16:57:33 +01:00
4d662ebada debug Network 2026-03-02 16:55:11 +01:00