Unreal4 VR no response

Hi Team,
I am currently working on version 4.27.2 unreal engine with VR with convai version 2.6.1, I am facing an issue that the dialogue is able to be captured and showing on the dialogue UI, but there is no response, In the output log, it says ConvaiSubsystemLog: Warning: gRPC channel not ready yet.. Current State: GRPC_CHANNEL_IDLE. Can you help to fix it?
additions: there is response in the character memory but it does not show in the unreal.

Thanks

Hello @poca,

Welcome to the Convai Developer Forum!

Please share your full output logs so we can better understand what’s going on.

Also, keep in mind that version 2.6.1 is quite outdated. Many issues have been resolved in more recent updates. We highly recommend upgrading to the latest version of the plugin for improved stability and performance.

LogSpawn: Warning: SpawnActor failed because no class was specified
LogVoiceEncode: Display: EncoderVersion: libopus unknown
LogOnlineVoice: OSS: StopLocalVoiceProcessing(0) returned 0xFFFFFFFF
LogOnlineVoice: OSS: Stopping networked voice for user: 0
PIE: Server logged in
PIE: Play in editor total start time 0.045 seconds.
LogResonanceAudio: Display: Resonance Audio Listener is initialized
LogBlueprintUserMessages: [testchar_2] Convai LipSync: No Lip Sync component detected - Please watch the following tutorial on adding LipSync: youtu.be/n5zjnN1W41M
ConvaiPlayerLog: UConvaiPlayerComponent: Found submix “AudioInput”
LogSlate: New Slate User Created. User Index 8, Is Virtual User: 1
LogSlate: Slate User Registered. User Index 8, Is Virtual User: 1
Cmd: voice.MicNoiseGateThreshold 0.01
voice.MicNoiseGateThreshold = “0.01”
Cmd: voice.SilenceDetectionThreshold 0.001
voice.SilenceDetectionThreshold = “0.001”
LogBlueprintUserMessages: [MicSettings_WB_C_0] Device Set Succesfully
LogPlayerController: Error: InputMode:UIOnly - Attempting to focus Non-Focusable widget SObjectWidget [Widget.cpp(799)]!
LogViewport: Display: Viewport MouseLockMode Changed, LockOnCapture → DoNotLock
LogViewport: Display: Viewport MouseCaptureMode Changed, CapturePermanently_IncludingInitialMouseDown → NoCapture
LogBlueprintUserMessages: [MicSettings_WB_C_0] Device Set Succesfully
LogViewport: Display: Viewport MouseLockMode Changed, DoNotLock → LockOnCapture
LogViewport: Display: Viewport MouseCaptureMode Changed, NoCapture → CapturePermanently
ConvaiPlayerLog: Started Talking
ConvaiAudioLog: Using Default Device as Audio capture device with NumChannels:2 and SampleRate:48000
ConvaiSubsystemLog: Warning: gRPC channel not ready yet.. Current State: GRPC_CHANNEL_IDLE
ConvaiGRPCLog: GRPC GetResponse stream initialized
ConvaiGRPCLog: request: get_response_config {
character_id: “cb6a73a0-4763-11f0-849b-42010a7be01f”
api_key: “api key here”
session_id: “-1”
audio_config {
sample_rate_hertz: 16000
}
action_config {
actions: “Moves To”
actions: “Follows”
actions: “None”
actions: “Stops”
actions: “Waits for”
characters {
name: “Jack”
}
characters {
name: “Player”
}
classification: “multistep”
}
speaker: “Player”
}
ConvaiPlayerLog: Finished Talking
ConvaiGRPCLog: stream_handler->WritesDone
ConvaiGRPCLog: OnStreamWrite Done Writing
ConvaiGRPCLog: OnStreamWriteDone
ConvaiGRPCLog: NumberOfAudioBytesSent 270920
ConvaiGRPCLog: stream_handler->Finish
ConvaiGRPCLog: Debug log:

Please share the all logs.

test1.log (109.1 KB)

Did you enter your API Key or did you just remove it from the logs?

i remove it

You can try downloading our latest update, version 3.6.0, and attempt to integrate it into Unreal Engine 4. However, please note that Unreal Engine 4 is no longer officially supported by epic games, so we’re unable to provide active assistance for that version.

We recommend moving your project to Unreal Engine 5 for full support and compatibility. If continuing with UE4 is essential, you’ll largely be on your own, but here’s a tip: you can use the Content folder from the 2.6.0 plugin and combine it with the ThirdParty folder provided in the drive link outlined in Method 2 of our integration guide.

1 Like