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Wwise Unreal Integration Documentation
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When you use Wwise assets in an integrated Unreal project, corresponding UAssets are created in Unreal based on the most recently generated Wwise SoundBanks. However, if you or another team member continues to work on the Wwise project, the original files might be renamed, deleted, or moved. If the SoundBanks are then regenerated, there might be discrepancies between the contents of the SoundBanks and the UAssets in Unreal.
If that happens, you can reconcile the SoundBanks and UAssets through the Wwise Browser or with a commandlet.
Reconciling UAssets can do four things:
ProjectInfo.json
metadata file, which is located in the Root Output Path (refer to Integration Settings for details). The directory structure mimics the structure of the Wwise project directory. If the path is too long, the UAsset is not created and you must import it manually.The Wwise Browser contains several columns that display information about the state of assets in the Wwise Project, the generated SoundBanks, and in Unreal:
Note: Ensure that you generate SoundBanks before you reconcile assets. The Wwise Browser displays asset status based on the most recently generated SoundBanks, so if you have not generated SoundBanks in some time, the information might not be accurate. |
To reconcile UAssets:
Do one of the following:
A window opens, and lists all of the assets that require reconciliation and the operations that will be performed. Assets that are already up to date do not appear.
The Wwise Unreal plug-in includes a Commandlet you can use to reconcile all UAssets. To make sure the Assets are properly reconciled, we recommend that you run the GenerateSoundBanks commandlet before the WwiseReconcileCommandlet.
Commandlet usage:
The Commandlet has the following parameters:
modes
: Comma-separated list of operations performed on the asset. The operations can be any of the following:create
: Create Unreal assets from the Generated SoundBanks.update
: Update existing Unreal assets. This updates the asset name as well as its metadata. Warning: It is not possible to rename assets on Unreal Engine 4.27 through the commandlet. Instead, use the Wwise Browser to reconcile assets with Unreal 4.27. |
delete
: Delete Unreal assets that no longer exist in the Generated SoundBanks.all
: Fully reconcile Unreal assets.dryrun
: A dryrun displays changes required for the assets and logs them as errors. This parameter prevents the Reconcile Operations.Example:
Warning: After updating Wwise to a new version, we recommend that you execute a regular Reconcile command before running a dryrun. |
You can customize the behavior of the Reconcile module. For example, you can change the way it determines the asset creation path. The module provides a highly extensible base class, which has a default implementation that developers can override.
To implement a custom Wwise Reconcile module, you must first create a new Unreal module. The module must contain at least the following two classes:
IWwiseReconcile
, which handles the responsibilities of the Reconcile module.FWwiseReconcileImpl
as a parent class because it is extendable.FWwiseReconcileModule
, which overrides InstantiateReconcile
in order to return an instance of the first class.You must enable the custom Reconcile module implementation before you can use it. To enable it, add the following lines to the DefaultEngine.ini
file in your Unreal project:
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