Each version of this integration matches a specific build of Unreal Engine 4. Here is what has changed in the 2019.2.7.7402.1803 release of the integration (in addition to upgrading to the new Unreal build).
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Note:
This integration does not support experimental Unreal Engine 4 features. |
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Note:
This integration compiles against Unreal Engine versions 4.23 and up, but was only tested against Unreal Engine 4.25. |
Platform-specific information can be found here:
For earlier versions, please refer to Previous Release Notes.
New Features
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WG-49997 SoundBanks now contain a list of Linked AkEvents that is visible in the Unreal property inspector.
API Changes
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WG-51158 Added possibility to generate Sound Data from C++ using a list of events.
Performance Changes
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WG-50843 Optimized the performance of
FAkAudioDevice::Get()
.
Bug Fixes
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WG-49667 Fixed: External Source Factory does not support relative paths.
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WG-49678 Fixed: Reverb Volumes and Spatial Audio Volumes collide with raycasts and particle systems.
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WG-50785 Fixed: Grouping Events into SoundBanks leads to duplication of SoundBank names when Sound Data Generation is done with WwiseConsole.
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WG-50888 Fixed: String parsing error during Sound Data generation that could lead to some media files not being generated.
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WG-50936 Fixed: When cooking sound data, a duplicate media asset is created for localized data that blocks the sound data generation.
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WG-50995 Fixed: Access Violation in
UAkAssetDataWithMedia::Load
.
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WG-51157 Fixed: Wrong argument parsing in the GenerateSoundBanks commandlet.
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WG-51190 Fixed:
FAkAudioDevice::EventToPlayingIDMap
is not thread safe.
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WG-51307 Fixed: Changing media in Wwise not reflected in Unreal after SoundData generation.
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WG-51379 Fixed: Crash when unloading an asset that had not finished loading.
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WG-51392 Fixed: Empty default language in the InitBank asset.
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WG-51470 Fixed:
GenerateSoundBanks
commandlet automatically synchronizes assets when not using Event-Based Packaging.
Fixes for Community-Reported Bugs
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WG-50921 Fixed: Error messages related to unloading SoundBanks when quitting the Unreal Editor.