Unreal Engine
The Acteme VO plugin syncs your selected takes into an Unreal Engine 5.3+ project. It's written in editor Python, so there's nothing to compile, and it works with both source and launcher builds.
Install the plugin
Copy the ActemeVO folder into <Project>/Plugins/ and restart the editor. The plugin enables the Python Editor Script Plugin it depends on.
Configure the project
Create Config/DefaultActeme.ini in your project:
[/Script/Acteme]
ApiUrl=https://acteme.app/api
ProjectId=<your project id>
Dest=/Game/Audio/VO
Locales=en-US,de-DE| Key | Default | Notes |
|---|---|---|
ApiUrl | https://acteme.app/api | |
ProjectId | none (required) | From the project's Settings → Engines in the studio. |
Dest | /Game/Audio/VO | Content path the files go under. |
Locales | all project languages | Comma-separated. |
Commit this file. It holds no secrets.
Set your API key
The key is read from the ACTEME_API_KEY environment variable and never written into the project. A read-only key is enough.
setx ACTEME_API_KEY "ak_live_…"Restart the editor (and the Epic launcher, if you start it from there) so it picks up the variable.
echo 'export ACTEME_API_KEY="ak_live_…"' >> ~/.zshrcStart the editor from a shell that has the variable set.
Sync
Choose Tools → Acteme: Sync Voice Lines. Files whose checksum changed are downloaded into Content/ under Dest, at the path from your project's file template. The output log reports how many files were written.
Import
Import the new files with the Content Browser, or turn on auto-import for that folder in Editor Preferences → Loading & Saving → Auto Import so new and changed files become SoundWaves automatically.
Scripting
The menu item calls acteme_vo.sync(). Call it yourself from the editor's Python console or a commandlet to sync other projects, languages or folders:
import acteme_vo
acteme_vo.sync(project_id="…", locales=["en-US", "de-DE"], dest="/Game/Audio/VO")Arguments you pass override the .ini values. The function returns the number of files written.
Tips
- Render WAV for Unreal projects; it's the format every engine version imports.
- To play lines by key, keep
{key}as the last part of your file template so the SoundWave asset name equals the line key. - The plugin downloads files; it doesn't delete SoundWaves for lines you cut. Remove those in the Content Browser.