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拉下来编译就错误,是什么原因呢?
在对话过程中有回音的问题
在对话过程中,能听到自己讲话的回音,请问这个是否可以关闭呢,然后如何关闭回音?
另外请教一下快捷键在哪里修改呢?
十分感谢!
想请教一下大佬是用什么工具建模的呀
首先感谢大佬们开源了相关的代码和工具,有些问题想请教一下:看了一下建模比较复杂,想请教一下是通过什么软件辅助建模的,还是纯UE建模的。
探究一些报错和告警的原因
第一个是按住Z,返回大量的空目标警告LogUObjectBase: Warning: NULL object
;
第二个是发送音频数据的时候报错ReadMessageTaskLog: Error: 读取到数据量:297519
,但是不影响正常对话。
第三个问题是,如果服务端挂了,页面就会卡在思考的状态无法退出,目前解决办法是在后端抛异常返回一个特定音频数据,应该是可以通过蓝图修复一下的。
LogUObjectBase: Warning: NULL object
LogUObjectBase: Warning: NULL object
LogUObjectBase: Warning: NULL object
LogUObjectBase: Warning: NULL object
LogUObjectBase: Warning: NULL object
LogUObjectBase: Warning: NULL object
LogUObjectBase: Warning: NULL object
LogUObjectBase: Warning: NULL object
LogUObjectBase: Warning: NULL object
LogUObjectBase: Warning: NULL object
LogUObjectBase: Warning: NULL object
LogUObjectBase: Warning: NULL object
LogBlueprintUserMessages: [BaseTargetActor_C_0] E:/DigitalLife/DigitalLife/Temp/Test.wav
SendMessageTaskLog: Error: 发送数据量:393262
LogRuntimeAudioImporter: Decoding WAV audio data to uncompressed audio format.
Encoded audio info: Validity of audio data in memory: Valid, audio data size: 297515, audio format: ERuntimeAudioFormat::Wav
LogRuntimeAudioImporter: Successfully decoded WAV audio data to uncompressed audio format.
Decoded audio info: SoundWave Basic Info:
Number of channels: 1, sample rate: 48000, duration: 3.098667
PCM Info:
Validity of PCM data in memory: Valid, number of PCM frames: 148735, PCM data size: 594940
LogRuntimeAudioImporter: The audio data has been populated successfully. Information about audio data:
SoundWave Basic Info:
Number of channels: 1, sample rate: 48000, duration: 3.098667
PCM Info:
Validity of PCM data in memory: Valid, number of PCM frames: 148735, PCM data size: 594940
LogRuntimeAudioImporter: The audio data was successfully imported
LogBlueprintUserMessages: [BaseTargetActor_C_0] 音频返回成功
LogBlueprintUserMessages: [BaseTargetActor_C_0] 开心_2
LogBlueprintUserMessages: [BaseTargetActor_C_0] 开心_1
ReadMessageTaskLog: Error: 读取到数据量:297519
LogBlueprintUserMessages: [BaseTargetActor_C_0] Changed
LogRuntimeAudioImporter: Warning: Playback of the sound wave 'ImportedSoundWave_0' has been completed
LogRuntimeAudioImporter: Playback of the sound wave 'ImportedSoundWave_0' has reached the end and will be stopped
LogRuntimeAudioImporter: Warning: Releasing memory for the sound wave 'ImportedSoundWave_0'
LogBlueprintUserMessages: [BaseTargetActor_C_0] 停止说话
LogBlueprintUserMessages: [BaseTargetActor_C_0] 缓冲区数量:0
LogBlueprintUserMessages: [BaseTargetActor_C_0] 缓冲清理完成
LogBlueprintUserMessages: [BaseTargetActor_C_0] 切换到下一个语音
LogDerivedDataCache: C:/Users/xxxxxx/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:00:00.195 and deleted 0 file(s) with total size 0 MiB.
想请教一下ExpressionTable里面的变量是在哪里定义的
ExpressionStruct中ExpressionMap字段有很多变量,比如Fcl_BRW_Surprised、Fcl_EYE_Surprised、Fcl_MTH_Sorrow、Fcl_MTH_Surprised、Fcl_BRW_Joy等等
状态机怎么设置,求助
什么报错都没有就 就在Temp/Test.wav倒出了音频就没下文了
UE编辑器下没有向服务器发送数据
注意到发送数据时走的是GameInstance的SendWavFile的方法
但我测试时UE端缓存文件Temp文件夹下的Test.wav是录到了我的声音,但是没有发送给服务器端
void UClientGameInstance::SendWavFile(FString WavFilePath) {
{
FScopeLock ScopeLock(&Lock_TestValue);
TArray WavFileBuff;
FFileHelper::LoadFileToArray(WavFileBuff, *WavFilePath);
#if NO_PROTOBUF
WavFileBuff.Add('?');
WavFileBuff.Add('!');
ClientBuffData = WavFileBuff;
BuffDataSize = WavFileBuff.Num();
#else
DigitalLifeNameSpace::C_SendData SendData;
SendData.set_basetype(DigitalLifeNameSpace::BaseMessageType::BASEMESSAGETYPE_CLIENTSENDDATA);
SendData.set_bsuccess(true);
SendData.set_wavfiledata(WavFileBuff.GetData(), WavFileBuff.Num());
ClientBuffData.Init(0, SendData.ByteSize());
if (!SendData.SerializeToArray(ClientBuffData.GetData(), ClientBuffData.Num())) {
GEngine->AddOnScreenDebugMessage(-1, 100.f, FColor::Red, TEXT("序列化消息失败"));
return;
}
ClientBuffData.Add('?');
ClientBuffData.Add('!');
BuffDataSize = ClientBuffData.Num();
#endif
}
}
用的是NO_PROTOBUF,不是很懂c++的代码,但是这里是不是没有往服务器发送数据?
UE5怎么打包成windows应用程序啊
请问android的怎么打包,我打包出来的怎么跟他对话,没得声音
放在这种大屏安卓系统上,点麦克风为啥不能录音,有时候程序运行了对话能收到第一条录音,后面再说就不行了
怎么在UE5 蓝图里操作,将派蒙换成云飞,或者其他自己制作的数字人
诚心求教,UE5 小白
调试的时候提示未加载UnrealEditor-SkeletalMeshUtilitiesCommon.pdb
重新启动调试好几次了,每次都是提示未加载UnrealEditor-SkeletalMeshUtilitiesCommon.pdb,求助怎么解决呢
模型問題
請問模型製作是用什麼軟體,用VRoid創建模型後,導入並沒有任何變化,反而連原本的也不見了。
請問要到哪裡更換人物模型
编译的APK放大屏手机安装了,填IP端口后没有画面
编译的APK放大屏手机安装了,填IP端口后没有画面,服务端有连接上,就是没有画面,同样的APK安装在普通的手机可以,是要在编译前改分辨率么
这个APP图标怎么换啊
各位有能编译成功跑起来的吗
1>------ Build started: Project: T, Configuration: Development_Editor x64 ------
1>Using bundled DotNet SDK
1>Log file: C:\Users\Administrator\AppData\Local\UnrealBuildTool\Log.txt
1>Using 'git status' to determine working set for adaptive non-unity build (D:\projects\DigitalLife).
1>Waiting for 'git status' command to complete
1>Building TEditor...
1>Using Visual Studio 2019 14.29.30148 toolchain (E:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.29.30133) and Windows 10.0.22000.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>Determining max actions to execute in parallel (4 physical cores, 8 logical cores)
1> Executing up to 4 processes, one per physical core
1>Building 2 actions with 2 processes...
1>[1/2] Link UnrealEditor-T.dll
1> Creating library D:\projects\DigitalLife\Intermediate\Build\Win64\UnrealEditor\Development\T\UnrealEditor-T.suppressed.lib and object D:\projects\DigitalLife\Intermediate\Build\Win64\UnrealEditor\Development\T\UnrealEditor-T.suppressed.exp
1>libprotobuf.lib(text_format.cc.obj) : error LNK2001: unresolved external symbol __std_init_once_link_alternate_names_and_abort
1>libprotobuf.lib(dynamic_message.cc.obj) : error LNK2001: unresolved external symbol __std_init_once_link_alternate_names_and_abort
1>libprotobuf.lib(any.cc.obj) : error LNK2001: unresolved external symbol __std_init_once_link_alternate_names_and_abort
1>libprotobuf.lib(descriptor.cc.obj) : error LNK2001: unresolved external symbol __std_init_once_link_alternate_names_and_abort
1>libprotobuf.lib(extension_set_heavy.cc.obj) : error LNK2001: unresolved external symbol __std_init_once_link_alternate_names_and_abort
1>libprotobuf.lib(map_field.cc.obj) : error LNK2001: unresolved external symbol __std_init_once_link_alternate_names_and_abort
1>libprotobuf.lib(implicit_weak_message.cc.obj) : error LNK2001: unresolved external symbol __std_init_once_link_alternate_names_and_abort
1>libprotobuf.lib(generated_message_reflection.cc.obj) : error LNK2001: unresolved external symbol __std_init_once_link_alternate_names_and_abort
1>libprotobuf.lib(message.cc.obj) : error LNK2001: unresolved external symbol __std_init_once_link_alternate_names_and_abort
1>libprotobuf.lib(reflection_ops.cc.obj) : error LNK2001: unresolved external symbol __std_init_once_link_alternate_names_and_abort
1>libprotobuf.lib(wire_format.cc.obj) : error LNK2001: unresolved external symbol __std_init_once_link_alternate_names_and_abort
1>D:\projects\DigitalLife\Binaries\Win64\UnrealEditor-T.dll : fatal error LNK1120: 1 unresolved externals
1>E:\Program Files\Microsoft Visual Studio\2022\Professional\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command ""E:\Epic Games\UE_5.0\Engine\Build\BatchFiles\Build.bat" TEditor Win64 Development -Project="D:\projects\DigitalLife\T.uproject" -WaitMutex -FromMsBuild" exited with code 6.
1>Done building project "T.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
========== Build started at 1:40 AM and took 02.531 seconds ==========
visual studio 2022, 编译的时候出现如上错误,
基础知识相关
Protobuf:3.14.0请问这个是怎么装的?小白一个想学习摸索一下。有没有考虑建个交流群什么的?
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