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