780101d389a4a129a5df680ec7bd468b31cd8180
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>
Description
Eleven Labs Integration for Unreal Engine 5.5
Languages
C++
90.8%
Python
4.3%
HTML
3.8%
Batchfile
0.5%
C#
0.4%
Other
0.2%