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Run the Windows demo or open the UE project

v0.3.0 · UE 5.8.2 / Windows x64

  1. Download the model-included Windows demo.
  2. Extract the entire archive to a short path such as C:\LAMDemo and launch LAMDemo.exe.
  3. Choose a speech button on the left, or press 1–6. Expressions and audio play after analysis completes.

The model, plugin, character, and six speech samples are included. You do not need the UE editor or Python. If the VC++ runtime is missing, run the included Engine/Extras/Redist/en-us/vc_redist.x64.exe.

Key Action
1–6 Select a speech sample
Space Pause / resume
R Replay from the beginning
V / − / + Mute / lower volume / raise volume
O / F Switch output submix / fade out and stop
M / I Start or stop microphone / cycle 100, 333, 1000 ms inference intervals
Alt + F4 Exit

Microphone input needs Windows microphone permission. The plugin does not monitor the captured audio through speakers. Long-running use with a physical microphone remains unverified.

Existing actual face-demo screen showing voice selection, Space and R playback controls, volume and live status.

Controls in the published demo screenshot · Open full-size image

  1. Select audio using buttons 1–6. Their labels classify the speech samples.
  2. Space pauses/resumes; R replays from the beginning.
  3. Inspect volume, output and live status. The values belong to the existing capture, not a new measurement.

Character: hinzka / VRoid and pixiv. Speech: JVNV / litagin. See the licenses page for usage conditions.

Existing public image (capture date unknown), reused unchanged from Demo 275a683. Image source · Credits and usage conditions

Extract the entire model-included UE project. Open LAMDemo.uproject in UE 5.8.2, load /Game/LAMFaceDemo/Maps/LAM_FaceDemo, and press Play.

See the credits and terms for the screenshot and demo assets.

Start with 02_Analyze_And_Play in BP_FaceDemo: SelectSample → cancel previous work → Analyze SoundWave Async → Completed → Play Expression Clip.

Blueprint Responsibility
BP_FaceDemo Analysis, playback, input, state events
BP_FaceDemoHUD Canvas-based UI and click handling
BP_FaceDemoGameMode Selects the HUD
ABP_Face52 Applies expressions with Apply LAM ARKit Curves

These assets live under Content/LAMFaceDemo. To move the demo to another project, install the plugin and use Content Browser’s Migrate command. Keep the asset attribution and licenses. You do not need the demo assets when integrating your own character.

v0.3.0 also includes five-vowel / Oculus template examples and baked-clip examples. Normal face-demo startup still uses ARKit 52. For a vowel rig, inspect /Game/LAMVisemeExamples/ABP_LAMVisemes and its Fcl_MTH_A/I/U/E/O targets. OpenFaceFX and TalkingHead examples use ABP_OpenFaceFX and ABP_TalkingHead in that folder. The test script switches the mesh and AnimBP only when the relevant test flag is supplied; these are not extra keyboard modes in the normal HUD.

See Viseme setup, saved-clip examples, and the v0.3.0 validation record.

Licenses & credits · Demo source