Files
2025-05-18 13:04:45 +08:00

64 lines
1.6 KiB
C

// 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;
};