Files
UnrealEngine/Engine/Plugins/MetaHuman/MetaHumanAnimator/Source/MetaHumanSpeech2Face/Public/AudioDrivenAnimationConfig.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

48 lines
1.3 KiB
C

// 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