- Add BodyDriftCompensation parameter (0→1) to counter-rotate head when body animation moves the torso (bow, lean). Drift correction applied AFTER swing-twist on the first chain bone only, preventing the correction from being stripped by tilt decomposition or compounded through the chain. - Add bDrawDebugGaze toggle: draws per-eye debug lines from Face mesh FACIAL_L/R_Eye bones (cyan = desired direction, green = actual bone Z-axis gaze) to visually verify eye contact accuracy. - Cache Face mesh separately from Body mesh for correct eye bone transforms. - Use eye bone midpoint (Face mesh) as EyeOrigin for pitch calculation instead of head bone, fixing vertical offset. - Calibrate ARKit eye ranges: horizontal 30→40, vertical 20→35 to match MetaHuman actual eye deflection per curve unit. 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%