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Questions about Oculus Lipsync for Unreal Engine SDK

zw.1986
Explorer

I currently plan to use Lipsync for Unreal Engine SDK to drive the mouth shape of digital people. I downloaded the OVRLipSync SDK from the official website. This compressed package contains the UE project. The Unreal version I am currently developing is 4.23. I run the package in the compressed package. Unreal Project, I found that I can't open it, and I want to know why.

1 ACCEPTED SOLUTION

Accepted Solutions

I know how to solve the above problem. I need to right-click the audio and select Generate LipSyncSequence and then put the generated file into the Sequence in the role OVRLipSyncPlayback component, then add your WAV audio file in the Audio component, and then click Play again. The character's mouth rhythm will follow the rhythm of your audio file.

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6 REPLIES 6

dario.maciel
Heroic Explorer

Any specific reason to use the 4.23? I think I tried this project but I used it version 4.27 (meta fork from github)

Thank you very much for replying to my post. I downloaded Oculus Lipsync Unreal Integration v29 from the official website. It is a 102M compressed package. I released the contents of the compressed package and ran the UE project. It asked me to choose the UE version. I chose 4.23, and then The following error occurred: Running C:/Program Files/Epic Games/UE_4.23/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="D:/Work/Ue_Proiect/ovr_lipsync/UE4.23/OVRLipSyncUnrealDemo/ OVRLipSyncDemo.uproject" -game -rocket -progress -log="D:\Work\Ue_Proiect\ovr_lipsync\UE4.23\OVRLipSyncUnrealDemo/Saved/Logs/UnrealVersionSelector-2024.01.15-12.09.49.log"
Discovering modules, targets and source code for project...
While compiling D:\Work\Ue_Proiect\ovr_lipsync\UE4.23\OVRLipSyncUnrealDemo\Intermediate\Build\BuildRules\OVRLipSyncDemoModuleRules.dll:
d:\Work\Ue_Proiect\ovr_lipsync\UE4.23\OVRLipSyncUnrealDemo\Plugins\OVRLipSync\Source\OVRLipSync\OVRLipSync.Build.cs(56,13) : error CS0103: ??ǰ???????в?? ??????ơ?PublicSystemLibraryPaths??
d:\Work\Ue_Proiect\ovr_lipsync\UE4.23\OVRLipSyncUnrealDemo\Plugins\OVRLipSync\Source\OVRLipSync\OVRLipSync.Build.cs(57,13) : error CS0103: ??ǰ???????в?? ??????ơ?PublicSystemLibraryPaths??
d:\Work\Ue_Proiect\ovr_lipsync\UE4.23\OVRLipSyncUnrealDemo\Plugins\OVRLipSync\Source\OVRLipSync\OVRLipSync.Build.cs(58,13) : error CS0103: ??ǰ???????в?? ??????ơ?PublicSystemLibraryPaths??
ERROR: Unable to compile source files. I tried to right-click the .uproject project and select the Generate Visual Studio project files option, but the above error still occurred. I later installed Unreal 4.27 and ran it without any problems, but the platform I am currently developing on is Unreal 4.23, so I want to solve this problem.

I solved this problem through Chatgpt. I put the solution here so that next time someone encounters related problems, they can get the answer. The first step is to change the code in the file named: OVRLipSync.Build.cs. Step 2: Use PublicLibraryPaths instead of PublicSystemLibraryPaths under the else if (Target.Platform == UnrealTargetPlatform.Android) structure. Because Unreal version 4.23 does not support PublicSystemLibraryPaths, it needs to be replaced. The replacement results are as follows: // Use PublicLibraryPaths instead of PublicSystemLibraryPaths
     PublicLibraryPaths.Add(LibraryDirectory);
     PublicLibraryPaths.Add(Android32Directory);
     PublicLibraryPaths.Add(Android64Directory);
 
     AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(ModuleDirectory, "OVRLipSync_APL.xml"));
     PublicAdditionalLibraries.Add(Path.Combine(Android32Directory, "libOVRLipSyncShim.a"));
     PublicAdditionalLibraries.Add(Path.Combine(Android64Directory, "libOVRLipSyncShim.a")); Don't forget to save it after replacing it. Step 3: Select OVRLipSyncDemo.uproject, right-click and select Generate Visual Studio project files to update. Then you can open it in Unreal Engine 4.23. After opening, there will be a problem with the high version of the official map. The fourth step is to reopen the CannedPlaybackMelindatar map after opening it. Step 5: Select the character model PlaybackBlueprint in the scene to enter the edit blueprint option, select the Start blueprint node, and select vox_lp_01_LipSyncSequence in the In Sequence option. Run the sixth step and you will see a person talking.

When I run it for the first time, I will see that the character is talking. Then I save the project and close it. When I open it again, I will find that the character's mouth will not move, but the sound will be there. This is the current problem.

Regarding this problem, I replaced the original file with another WAV audio file and then ran it and found that the mouth shape was driven. I am not sure whether it was due to inaccurate recognition of Chinese or some other reason. The final result was not very good.

I know how to solve the above problem. I need to right-click the audio and select Generate LipSyncSequence and then put the generated file into the Sequence in the role OVRLipSyncPlayback component, then add your WAV audio file in the Audio component, and then click Play again. The character's mouth rhythm will follow the rhythm of your audio file.