- Add NeckBoneChain config (FElevenLabsNeckBoneEntry USTRUCT) to distribute head rotation across multiple bones (e.g. neck_01=0.25, neck_02=0.35, head=0.40) for more natural neck arc movement. - Swing-twist now uses bone's actual tilt axis (BoneRot.RotateVector) instead of hardcoded FVector::RightVector — 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. - Backward compatible: empty NeckBoneChain falls back to single HeadBoneName. KNOWN ISSUE: diagonal tilt is more visible with neck chain — needs investigation. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Eleven Labs Integration for Unreal Engine 5.5
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