// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "FrameAnimationData.h" #include "AudioDrivenAnimationMood.h" #include "AudioDrivenAnimationConfig.generated.h" #define UE_API METAHUMANSPEECH2FACE_API USTRUCT(BlueprintType) struct FAudioDrivenAnimationModels { GENERATED_BODY() UE_API FAudioDrivenAnimationModels(); // The model which will be used for audio encoding UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Properties, meta = (AllowedClasses = "/Script/NNE.NNEModelData")) FSoftObjectPath AudioEncoder; // The model which will be used for decoding the animation UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Properties, meta = (AllowedClasses = "/Script/NNE.NNEModelData")) FSoftObjectPath AnimationDecoder; }; UENUM(BlueprintType) enum class EAudioDrivenAnimationOutputControls : uint8 { FullFace UMETA(DisplayName = "Default (Full Face)"), MouthOnly, }; USTRUCT(BlueprintType) struct FAudioDrivenAnimationSolveOverrides { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Properties) EAudioDrivenAnimationMood Mood = EAudioDrivenAnimationMood::AutoDetect; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Properties, Meta = (UIMin = 0.0, ClampMin = 0.0, UIMax = 1.0, ClampMax = 1.0, Delta = 0.01)) float MoodIntensity = 1.0; }; #undef UE_API