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>
Description
Eleven Labs Integration for Unreal Engine 5.5
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