Releases: charisma-ai/charisma-sdk-unreal
v0.12.0 - SDK Example Scene
This release includes a simple blueprint based example scene that can be used as a basis for Charisma implementation in your own projects.
The Plug-n-Play still has its own example implementation, although this one is simpler.
Full Changelog: v0.11.1...v0.12.0
v0.11.1 - uPlugin Cleanup
This release contains a small clean-up of the uPlugin file. No developer facing changes.
Full Changelog: v0.11.0...v0.11.1
v0.11.0: UE 5.3 support!
This release adds support for Unreal Engine 5.3!
Note: The msgpack
implementation needed to change significantly to keep the compiler happy, so please report any issues here.
v0.10.0: Mac support
This release adds Mac support!
v0.9.0: Unified speech recognition, multiple TTS encoding support
- Adds the unified speech recognition API. See https://charisma.ai/docs/sdks/speech-recognition for more details.
- Multiple text-to-speech encodings can now specified as an array, to support more voice services out the box.
- Fixes an issue using the Actor component when no audio was generated by Charisma.
v0.7.2: UE5.2 support
- Ensured compilation on UE5.2.
- Connection state handling has been refactored:
OnConnect
andOnReady
have been removed asPlaythrough
events, andOnChangeConnectionState
has been added. PlaythroughEventsManager
, which providedAttachPlaythroughHandlers
has been removed. Instead, bind to the events directly on thePlaythrough
object.
v0.6.0: Unreal Marketplace launch!
In this release, Charisma is now available on the Unreal Marketplace! π
To download, head to: https://www.unrealengine.com/marketplace/en-US/product/charisma-conversational-ai-for-npcs
Other improvements:
- Added
Pause
andPlay
Blueprint nodes to pause/play a Charisma playthrough, useful for pause screens in-game. - Improved logging implementation: all logs are now made under the custom
Charisma
category. - Added language code to speech recognition.
- Added experimental
Reset Playthrough
Blueprint node. - All references to
EventId
s are now strings instead ofint64
s to align with the type sent from Charisma.
v0.5.0: Speech recognition
This release adds support for speech recognition directly into Charisma! π
To enable this for your story, please get in touch with us.
Also, this release:
- Adds a
Fork Playthrough
node to upgrade players to the latest published version of the story - Adds a ping/pong mechanism to detect disconnections earlier
v0.4.0: Refactor voice clip decoding
The custom functions decoding the audio data (including the Blueprint function CreateSoundFromBytes
) have been removed in favour of the excellent open-source plugin RuntimeAudioImporter
.
This means the Charisma Actor component now supports playing any encoding of voice audio (and no longer crashes on UE5)! π
v0.3.0: UE5 support
This release adds support for Unreal Engine 5! π
Please create an issue if you run into any trouble using this plugin in Unreal Engine 5.
Aside from that, the way to select a speech encoding has been improved, making it possible to use encodings other than OGG if you bring your own support for converting bytes into a SoundWave
.