Community Q&A

Welcome to Audiokinetic’s community-driven Q&A forum. This is the place where Wwise and Strata users help each other out. For direct help from our team, please use the Support Tickets page. To report a bug, use the Bug Report option in the Audiokinetic Launcher. (Note that Bug Reports submitted to the Q&A forum will be rejected. Using our dedicated Bug Report system ensures your report is seen by the right people and has the best chance of being fixed.)

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0 votes
I have tried to install Wwise as an Engine Plugin with a custom version of UE4.1.2. Loading the Editor fails with  " AkAudio not found"

 Why do I get this error ? Have followed to the letter the instruction here. https://www.audiokinetic.com/library/edge/?source=UE4&id=installation.html

I previously tried installing Wwise Integration for 4.16, as a Game plugin but Project refused to load as Unreal error reports

Following modules are missing(they are not) or built with a different version of the engine,

UE4Editor-AkAudio.dll etc.

Trying to rebuild fails and suggests to rebuild from source.

However I did use the 4.16 integration.

I do not care which version Game or Engine Plugin works as long as one of them does.

Is there a way to convince Unreal that they are the same engine version ?

I am not a programmer, or have Visual Studio C++ installed ? But can follow instructions.
in General Discussion by Simon P. (100 points)

1 Answer

0 votes

Greetings,

So I had the same problem as you with the same versions of UE4 and Wwise. I even tested other versions of both Ue4 and Wwise, the problem still persisted.

After a lot of research, I discovered that it's a UE4 issue, that started around 4.15. Whenever you add a third party plugin as a project plugin, hot reload will just stop working, and you'll have to rebuild your project, every time you change the C++ code.

So to fix this, what we did is, we made Wwise as a Engine plugin, rather than a project specific plugin. If you dontknow what s the difference, here's a link. Delete Wwise plugin from your project and make it an engine plugin, and it will work for you, because, an engine plugin, is built just once, so It wont interfere with the hot reload.

by Aissa B. (280 points)
So how to make it as an Engine plugin?
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