So! I created an empty Unreal Project. From my Wwise Launcher I clicked on Integrate in Unreal Project. Added a sound file, made it to loop, created an event and generated a soundbank for this. init, and testSoundbank. Went to Unreal, checked in my content and clicked on import. Imported my two soundbanks. Then this gave me the Wwise Picker display of my event. Imported the event to a folder I called AKAudioEvents. Dragged that event from the content browser to the gameplay area. Clicked on "Auto Post" so that it would start on Awake. Hit Play. In Editor. It works. I can autoconnect to Wwise, and check how everything is working perfectly. So far, SO GOOD! xD Alright, now for the juicy part. I hit Launch. It starts trying to build. It fails. Gives me some errors about not finding libraries related to Wwise, or missing dependencies on the Wwise events requested. Note: Apart from this AkAmbientSound that I created when dragging the event to the world, there's nothing other than some chairs and a table xD. No BPs, no C++ code, nothing. Just integrated the Wwise plugin to Unreal through the Wwise Launcher, generated the banks in Wwise, generated the banks in Unreal, and nothing else. What am I doing wrong/what am I missing to make a build that plays this sound forever while I watch at this almost empty world? Thanks!