PlayerControllers have bOnlyRelevantToOwner=true, so NetConversatingPlayer was always nullptr on remote clients. Added NetConversatingPawn (APawn*) which IS replicated to all clients. OnRep_ConversationState now uses NetConversatingPawn as the posture TargetActor, enabling head/eye tracking on all clients. 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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