Audiokinetic's Community Q&A is the forum where users can ask and answer questions within the Wwise and Strata communities. If you would like to get an answer from Audiokinetic's Technical support team, make sure you use the Support Tickets page.

+2 votes

Order of operations appears to matter when using the AnimNotify_AkEvent. If we do it out of order we get the following warnings in our game from the AnimNotify_AkEvent blueprint:

    WARNING: AkComponent has been created in the notify. It will be using default values for all properties.
    WARNING: Should you wish to use different values, please attach an AkComponent to the [Blueprint Name]

Many of the bugs related to this warning in our project appear to be resolved by just deleting and readding the AnimNotify_AkEvent to an animation.

Does anyone know why this would be the case? We have started making sure that we use the following order when adding an AK Event to an animation.

Order:

  1. Create sockets on skeletal mesh
  2. Create AKComponents on Blueprint that point to created mesh sockets
  3. Add AnimNotify_AkEvent on Animation Timeline
  4. Point notify to sockets.
We are using Wwise version: 2019.1.2.7018 and Unreal Engine for this project. If anything that we are doing looks fishy, or if there is a code change I could add to fix this, that would be super helpful!
in General Discussion by Megan S. (470 points)
This solved my issue. But the only way I have been able to successfully attach an AkComponent to the correct socket was using the method from this video https://www.youtube.com/watch?v=-tZyHChn-4Y

To summarize what was done in the video, add the component in the blueprint as a child of the Mesh and then select the appropriate "Parent Socket" from the dropdown on the "Magnifying glass" button.
Hi folks, did anyone find an answer to this? I have done as suggested by Aleksander in the YouTube video but it has not fixed my problem - and I'm not sure what the fix is. Help would be greatly appreciated. Thanks
Hi! Make sure that in the attach component node Location Rule, Rotation Rule and Scale Rule are all set to "Snap To target"

1 Answer

0 votes
I've realized that this is due to another middleware we use (SpatialOS). Our audio designers need to generate snapshot any time they add a new AKComponent.
by Megan S. (470 points)
Hey Megan

Please can I get in touch with you directly about this issue? I'm also hitting it and would really like to know more about the cause and solution!

Thank you
Hello Megan - I am also having this issue and am a bit confused - so did you have to re-add the anim_notifies to all your animations?  Where did you have to attach the sockets for the footstep sounds to play?
...