Installation
The plugin lives at Plugins/AvatarDirector/ inside an Unreal project. There are three install strategies, all valid:
1. Direct copy
Section titled “1. Direct copy”Copy the Plugins/AvatarDirector/ folder into your project’s Plugins/ directory. Simple, self-contained, easy to audit. Best for shipping a fixed snapshot.
2. Git submodule
Section titled “2. Git submodule”If you keep the plugin in its own repository, add it as a git submodule pointing at Plugins/AvatarDirector/. Best when you want to track upstream updates from multiple consuming projects.
3. Junction / symlink
Section titled “3. Junction / symlink”For active development across two projects (e.g. an internal source-of-truth repo and a demo project), a directory junction lets edits propagate live. Best for one-machine workflows.
After install
Section titled “After install”- Add
AvatarDirectorto thePluginsarray of your.uproject, or enable it from the editor’s Plugins panel. - Make sure the required plugins are also enabled.
- Regenerate Visual Studio project files.
- Build the editor target.
- Open the project, place an
AAvatarDirectorActorin your level (Pattern A), or have a GameMode spawn one at runtime (Pattern B).
Verifying the install
Section titled “Verifying the install”The plugin is correctly wired up if:
AvatarDirector.dll(Editor) and/orAvatarDirector.so/dylib/dll(Runtime) appear inPlugins/AvatarDirector/Binaries/.- The TCP listener logs
Listening on port 4500at level start. - A connecting backend can send a single audio frame and observe the mouth flapping.
For an end-to-end sanity check there’s a stdlib-only smoke test in Tools/smoke_test.py inside the plugin tree — run it against a PIE session.