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Wwise Unreal Integration Documentation
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Iterative cooking is not supported in 2022.1. Unreal doesn't support our particular use case, and we are working on mitigating this issue. For now, the simplest solution is to manually delete the staged files. See https://issues.unrealengine.com/issue/UE-167603.
There is currently no automated way to separate assets by package. It is not possible to split languages into different optional packages, or make particular assets loadable independently. Although these features are planned, we need your feedback on your particular use cases so we can develop the most appropriate default feature set. Remember, it’s always possible to overwrite the different libraries in order to adapt the cooking functionality to your particular needs. You can also write specific rules directly in Unreal's Game - Asset Manager project preferences that would encompass the different Wwise assets in the Staging folder.
The Wwise Unreal Integration partially supports the -nothreading
Unreal command-line parameter with the following limitations:
-nothreading
is set.Minimal testing has been done in No Threading mode, and it is therefore not appropriate for production environments.
In addition, we recommend that if you run -nothreading
, you also run -nosound
to completely disable the Wwise sound engine.
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