// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "FrameAnimationData.h" #include "AudioDrivenAnimationConfig.generated.h" USTRUCT(BlueprintType) struct METAHUMANSPEECH2FACE_API FAudioDrivenAnimationModels { GENERATED_BODY() 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, }; UENUM(BlueprintType) enum class EAudioDrivenAnimationMood : uint8 { // Auto Detect (255) AutoDetect = 255, // Neutral (0) Neutral = 0, // Happy (1) Happy = 1, // Sad (2) Sad = 2, // Disgust (3) Disgust = 3, // Anger (4) Anger = 4, // Surprise (5) Surprise = 5, // Fear (6) Fear = 6, }; USTRUCT(BlueprintType) struct METAHUMANSPEECH2FACE_API 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; };