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Unreal Engine 4.8 - Wwise 2014.1.5

Each version of this integration matches a specific build of Unreal Engine 4. Here is what has changed in the Unreal Engine 4.8 release of the integration (in addition to upgrading to the new Unreal build).

Unreal Engine 4.8 - Wwise v2014.1.5

  • UI-206 Fixed: Sounds with an attenuation can now be heard when an animation window is opened.
  • UI-212 Fixed: Added a "Load Init Bank" Blueprint node.
  • UI-213 Fixed: Added null checks in Blueprint nodes, preventing crashes.
  • UI-214 Fixed: No crash when saving an output capture to disk.
  • UI-215 Fixed: No issue with the Attenuation Scaling Factor of an AkComponent not being set when attached to an actor.
  • UI-217 Fixed: Made AkReverbVolume's collision settings visible in the details panel.
  • UI-220 Fixed: Fixed the occlusion fade behavior for sounds that a spawn occluded.
  • UI-223 Fixed: The gathering of the max attenuations for AkEvent does not halt when the parsing of one SoundBank fails.
  • UI-226 Fixed: SoundBank generation is now performed by the 32-bit WwiseCLI.exe when the 64-bit WwiseCLI.exe is missing.
  • UI-230 Fixed: Now using OnComponentDestroyed instead of FinishDestroy to unregister Wwise Game Objects, which had caused some Game Objects to be registered for too long.
  • UI-233 Fixed: Added validity checks on actors in the GetGameObjectID function.
  • UI-234 Fixed: Multiple viewports in the SetListener function are properly handled. This fixes a crash in AkAudioDevice.cpp.
  • UI-236 Fixed: The Location Type given to the GetAkComponent Blueprint node is properly handled.
  • UI-239 Fixed: No crash at engine shutdown as a result of the Bank Manager unloading SoundBanks that might already have been destroyed.
  • Added a "Follow" check box to the AnimNotify_AkEvent. Leaving it unchecked will post the AkEvent at a specific location, instead of attaching to the parent.
  • Added a new AnimNotify: AnimNotify_AkEventByName, allowing to post events using their name as a string.
  • Added Debugging tools to Blueprints. For more information, see Debug Blueprint Functions
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