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Wwise Unreal Integration Documentation
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Starting from Unreal Engine 4.11, the Wwise UE4 integration will now be distributed as a plug-in.
Note: Events can no longer be dragged from Wwise and dropped in the Unreal Content Browser to create corresponding AkAudioEvent objects. They can now be dragged directly from the Wwise Picker into the Unreal Content Browser to create their corresponding objects. |
To update a UE4 project from UE 4.10 (or older) to UE 4.11 (or newer):
The last step is necessary because the AnimNotifies provided with the plug-in had to be moved from the Engine content folder to the plug-in's own content folder. Moving the references requires a project reload.
Once all the steps have been completed, you are ready to use the Wwise Unreal plug-in.
Starting with the 4.11 version of the Wwise Unreal plug-in, all "...by Name" methods (for example, PostEventByName or LoadBankByName) are deprecated. It is still possible to use strings to post Events or load SoundBanks by using the advanced fields in the Blueprint nodes. For example, if you wish to post an Event by name, you should now use the "Event Name" field of the "PostEvent" Blueprint node:
Starting with the 4.11 version of the Wwise Unreal plug-in, the Wwise project path, found in the Wwise settings, is now relative to the game folder, instead of the UE4Editor.exe file. The change should be automatically done the first time you run the 4.11 Wwise Unreal plug-in.
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