- Add the Glade Core Component:
- Open your player character Blueprint.
- Click + Add in the Components panel and search for
GladeCoreComponent. Add it to the character. This will automatically add all the necessary sub-components that are configurable within this component.
- Configure the LLM Component:
- In the Components panel, select the GladeCore
LLMComponentthat was just added.- Under the Chat category, assign your
UChatInputWidgetBlueprint to theChatInputWidgetClassproperty. - Under the LLM category, you will find the
LLMServiceManagerinstance. This is where you configure the core AI service.
- Under the Chat category, assign your
- In the Components panel, select the GladeCore
- Set your TTS Provider
- Set the TTS
Providerto Piper (local option) or ElevenLabs (cloud option).

- If using Piper, you will need to import Piper models. Navigate to
Window → Project Settingsand you will findGlade Core Settingsunder the Game tab.

- Under Piper Voice Downloads you can download preset piper models or import custom models.

- Below that there is a section to show the status of your current download in progress or idle state. Lastly, there is a custom voice importer for any other voices you may way to import online whether it be custom trained voices from yourself or other open source projects.

- So long as you have the 2 files for the model in the format of
.onnxandconfig.json, you can import the custom model. - If using ElevenLabs, select ElevenLabs as the TTS
Providerand enter the specificEleven Labs Voice IDstring here. Note that using this would be a cloud approach requiring an API instead of a fully local approach.

- Set the TTS
- GPU Layer Offloading
- In the
LLMServiceManager, theGPU Layersinteger controls how many model layers are offloaded to the GPU. This lets you tune VRAM usage vs. performance. - Values:
- 999 (default): All layers on GPU - maximum performance, requires enough VRAM for the full model
- 0: CPU only - no GPU used, slowest but works on any machine
- 1-N: Partial offload - first N layers on GPU, remainder on CPU (useful for limited VRAM)
- In the
LLMComponent.


