j.foucher 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
2026-03-01 12:46:26 +01:00
V1
2026-03-03 14:01:26 +01:00
V1
2026-03-03 14:01:26 +01:00
Description
Eleven Labs Integration for Unreal Engine 5.5
3.5 GiB
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