If you build your game with "test configuration" or "shipping configuration", unreal tries build twice. one is a game editor with development config and a game with shipping config.
Because of this reason, CommunicationCentral.lib in static variable AkLibs in WwiseSoundEngine_2023_1_OptimalModule.Build.cs was added in editor development build and it still exists in game shipping build.
So I moved static variable AkLibs to local variable in Apply method which is right below static definition of AkLibs. Check below.
/* Comment out this
private static List<string> AkLibs = new List<string>
{
"AkSoundEngine",
"AkMemoryMgr",
"AkStreamMgr",
"AkMusicEngine",
"AkSpatialAudio",
"AkAudioInputSource",
"AkVorbisDecoder",
"AkMeterFX", // AkMeter does not have a dedicated DLL
};
*/
public static void Apply(WwiseSoundEngine SE, ReadOnlyTargetRules Target, bool Latest = false)
{
// Add this
List<string> AkLibs = new List<string>
{
"AkSoundEngine",
"AkMemoryMgr",
"AkStreamMgr",
"AkMusicEngine",
"AkSpatialAudio",
"AkAudioInputSource",
"AkVorbisDecoder",
"AkMeterFX", // AkMeter does not have a dedicated DLL
};
#if UE_5_3_OR_LATER
ILogger Logger = Target.Logger;
#endif