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Wwise Unreal Integration Documentation
Known Issues

Implementation Notes and Known Issues for Wwise Unreal Integration

Cooking and Packaging

Unreal's iterative cooking and cooking with multiple workers are supported when the Package Using Bulk Data Wwise Integration setting is selected.

Iterative cooking does not detect changes in generated SoundBanks as of Unreal Engine 5.4.

This setting also fixes Unreal Engine 5.4 or later. To optimize iterative cooking stability, we recommend that you enable the target domain's class filters. This will also fix some Unreal-specific iterative cooking issues unrelated to Wwise. To add project-wide iterative cooking filters, add the following lines to your DefaultEditor.ini file:

[CookSettings]
IterativeUseClassFilters=true

A future Unreal Engine version will support detection of custom changes in iterative cooking. For now, when generating SoundBanks, the simplest solution is to manually delete the staged files. See https://issues.unrealengine.com/issue/UE-167603.

In Unreal Engine 5.4, with Class Filters enabled, we recommend that you add Wwise Integrations filtering to your DefaultEditor.ini file:

[TargetDomain]
+IterativeClassDenyList=/Script/AkAudio.AkAudioType
+IterativeClassDenyList=/Script/WwiseAssetLibrary.WwiseAssetLibrary

In Unreal Engine version 5.5 or later, remove the Deny List for the Wwise Integrations, because it will properly handle changes in generated SoundBanks.

Partial Support for No Threading Mode

The Wwise Unreal Integration partially supports the -nothreading Unreal command-line parameter with the following limitations:

  • Partial support is only available for Unreal 5 or later.
  • The Wwise sound engine creates additional threads even when -nothreading is set.
  • Slowdowns and sound problems will occur. Crashes and other problems might also occur.

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.

Known Issues

  • WG-44750 Physical Material Override on the Mesh cannot be used for Acoustic Texture assignment with an AkGeometryComponent.
  • WG-52497 The Unreal Editor might hang when modifying the Spatial Sound option on the current audio device. For example, this could occur when changing from Windows Sonic for Headphones to Off. Users who encounter this issue can disable UE Audio to prevent this hang. For more information about how to disable Unreal audio, see Combining Unreal and Wwise Audio with AudioLink.
  • WG-69181 When applying "Fix issue" to a Wwise Niagara module, a crash might occur. A similar behavior occurs when using Unreal audio.
  • WG-69640 The Unreal Editor can crash if Niagara modules are loaded from a disabled plug-in. This also affects Wwise Niagara.
  • WG-69735 Only the top-most "Post Persistent Event" Niagara module plays audio.

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