- Fix eye compensation to use smooth Lerp blend instead of binary switch.
Uses Curve.Get() to read animation's existing CTRL values, then
Lerp(animCTRL, postureCTRL, Comp) for proportional blending.
- Split AnimationCompensation into HeadAnimationCompensation and
EyeAnimationCompensation for independent control per layer.
- Fix CTRL curve naming: use correct MetaHuman format
(CTRL_expressions_eyeLook{Dir}{L/R}) with proper In/Out→Left/Right mapping.
- Add eye diagnostic modes (disabled) for pipeline debugging.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Description
Eleven Labs Integration for Unreal Engine 5.5
Languages
C++
90%
Python
4.8%
HTML
4.3%
Batchfile
0.6%
C#
0.3%