Each version of this integration matches a specific build of Unreal Engine 4. Here is what has changed in the 2021.1.3.7665.2079 release of the integration (in addition to upgrading to the new Unreal build).
| Note:
This integration does not support experimental Unreal Engine 4 features. |
| Note:
This integration compiles against Unreal Engine versions 4.23 and up, but was only tested against Unreal Engine 4.26. |
For earlier versions, please refer to Previous Release Notes.
New Features
- WG-52844 Exposed
{{AK::SoundEngine::RegisterOutputDeviceMeteringCallback
}} to Unreal, to allow for monitoring of Audio Device meters.
- WG-52873 New Blueprint functions now use the following Spatial Audio API functions:
SetPortalObstructionAndOcclusion
, SetGameObjectToPortalObstruction
, and SetPortalToPortalObstruction
.
- WG-53713 Unreal IO Store packaging option is now supported.
API Changes
- WG-53512 Exposed
SetRTPCValueByPlayingID
to AkAudioDevice
.
- WG-53543 Exposed
GetRTPCValue
, SetRTPCValue
, SetState
, and SetSwitch
by Short ID to FAkAudioDevice
.
Behavior Changes
- WG-54766 Unloading media assets now stops the media from playing first, then waits for it to be unused before unloading, instead of forcibly unloading it.
- WG-55592 Added call to
StopAll
when tearing down the SoundEngine.
Miscellaneous Changes
- WG-55062 Fixed: Missing RoomVerb reference on the igloo Reverb Volume in the Wwise Demo Game.
Bug Fixes
- WG-54232 Fixed: Orphaned media is not properly cleaned up when the option is selected in the Clear Sound Data.
- WG-54273 Fixed : External Source file name being cleared in memory before event is posted when using async PostEvent calls with External Sources.
- WG-54493 Fixed: Clear Sound Data always marks items as dirty.
- WG-54950 Fixed: Using Event-Based Packaging and Events grouped into SoundBanks, Unreal Editor crashes when generating sound data.
- WG-54998 Fixed: GenerateSoundbanksCommandlet attempts to check-in files it could not check-out.
- WG-55086 Fixed: Crash during SoundBank generation when parsing media associated with a music container's generic path.
- WG-55097 Fixed migration to Event-Based Packaging by making sure the InitBank asset is moved to the appropriate folder.
- WG-55201 Fixed: Media associated with Music Switch Containers' Generic Path not loaded when Split Switch Container Media is enabled. They are now automatically loaded with the Events referencing them.
- WG-55229 Fixed: Editor crash when deleting media assets referenced by Switch Containers in the Unreal Editor.
- WG-55318 Fixed: Possible crash caused by WAAPI Picker while packaging build.
- WG-55336 Fixed: Incorrect Volume and Area values are displayed for the AkSpatialAudioVolume Actor after Undo.
- WG-55460 Fixed: Possible crash caused by callbacks interacting with garbage-collected latent actions after they have been destroyed.
- WG-55591 Unloading a Switch Value asset now properly unloads the associated media.
Fixes for Community-Reported Bugs
- WG-51927 Fixed: Crash when validating DirectoriesToAlwaysCook if it contains a root folder entry.
- WG-53436 Fixed: UAkInputComponent stops unexpectedly after some time (from a few seconds to several minutes).
- WG-54287 Fixed: The DefaultLanguage on the Init Bank asset is set incorrectly due to issues with the parser.
- WG-54729 Fixed: During Sound Data generation in non-Event Based Packaging workflows, Wwise Unreal assets are dirtied unnecessarily when parsing SoundBank info and are loaded unnecessarily.
- WG-54843 Fixed: Asynchronous load requests are improperly cancelled when prematurely unloading levels.
- WG-54947 Fixed: Assets are not added to the GenerateSoundBanksCommandlet changelist if they were saved too early in the process.
- WG-55002 Fixed: AkComponents with Auto Destroy enabled are not automatically cleaned up when they are posted asynchronously.
- WG-55006 Fixed: Crash when FWaitEndOfEventAction latent actions would still be called after they were destroyed by unloading a level.
- WG-55081 Fixed: Wwise UAsset Short IDs cleared by "Clear data in assets" are not always regenerated for State values. Incorrect Short IDs are now reported in the Unreal Log as a warning.
- WG-55107 Fixed: Returned Playing Id not properly set in AkComponent's PostAkEventAndWaitForEnd Blueprint function and latent action not created and Event not posted in AkComponent's PostAkEventAndWaitForEndAsync Blueprint function.
- WG-55464 Fixed: AkAcousticPortal returns invalid room IDs even when positioned correctly.
- WG-55578 Updated default value of MONITOR_QUEUE_DEFAULT_SIZE in Wwise initialisation settings to 1 MB.