Our team is getting a very similar issue except in one of the minor versions before: 2022.1.0.8070.
Also, our issue only seems to happen in the build, not in the editor.
When the events go to play, we get the errors you've mentioned above.
LogAkAudio: Warning: Failed to post AkAudioEvent: Data for 'SFX_Event_Name_Play' wasn't found. Make sure the GeneratedSoundBanks folder (C:/Users/MY PATH/Working Files/Soundbank/WwiseProject/GeneratedSoundBanks/) exists and is properly set in the project settings.
Earlier in the loading of the level, we see a number of these errors and warnings for specific events:
LogLoad: Warning: Skipping loading missing WwiseFileHandler module: Not in game thread
LogWwiseResourceLoader: Error: Failed to retrieve SoundBank Manager
LogWwiseResourceLoader: Warning: LoadEventResources: Could not load SoundBank SFX_Event_Name_Play (1852790575) for Event SFX_Event_Name_Play (1852790575)
LogWwiseResourceLoader: Error: LoadEventResources: Could not load 1 prerequisites for Event SFX_Event_Name_Play (1852790575). Unloading and failing.
LogWwiseResourceLoader: Error: LoadEventAsync: Could not load Event SFX_Event_Name_Play (1852790575) in language SFX (0)
LogLoad: Warning: Skipping loading missing WwiseFileHandler module: Not in game thread
Similar to your issue, all the banks files are there. When cooking/building, there are no errors or warnings revealed by the logs that indicate there's an issue.
Not sure what or how this could be, but it seems to somehow be related to some confusion with where media or .wems are supposed to be located
As you can see in these few lines of errors, it seems to be looking for a .wav file
LogWwiseResourceLoader: Error: Failed to retrieve Media Manager
LogWwiseResourceLoader: Warning: LoadEventResources: Could not load Media Path\To\WavFile\SFX_WAVFILE_Name.wav (278909064) for Event SFX_OtherEvent_Name_Play (2637310674)
LogLoad: Warning: Skipping loading missing WwiseFileHandler module: Not in game thread
LogWwiseResourceLoader: Error: Failed to retrieve SoundBank Manager
But we've done nothing different in terms of the way that banks are being created relative to any other sound. It's all being done by the Auto-Defined SoundBanks. No .wave media is supposed to be loaded. I'm not sure why it would be thinking that there should be a .wav file.
All other sounds seem to work fine. It's just a certain set of sounds that seem to have this issue. I attempted to make new duplicates of the .wav files, reimported them, created new events, and imported to Unreal.
A few worked fine, but a good chunk of the other sounds don't play. Same errors/warnings.
Hopefully, they get back to you and I, and we can get this fixed! We don't really know what to do at this point to get our sounds to play.