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0 votes

Hi there,

I'm trying to set up a volumetric mesh emitter as outlined in this blog post, but I can't get it to work as it should.

Here's what I've done so far in my level:

  •     I'm using the bp_ac_AkVolumetricStaticMeshEmitter blueprint.
  •     I've created the mesh that I want to use as the emitter.
  •     I've set up an RTPC in Wwise using the built-in Distance parameter to use for the Area Fade.
  •     I've set up a stateset in Wwise to be used for inside and outside the emitter.

However, when I run the game with the debug switch toggled, you can see that the emitter is always attached to the character and not the mesh.  Also, even when I go inside the mesh, "Is Inside?" always says "False".  So there's definitely something that I've not set up properly in my test level.

Any help would be greatly appreciated!

Thanks in advance,

Scott

 

in General Discussion by Scott S. (120 points)

1 Answer

0 votes

Hi Scott, 2 things come to mind

1) If you created the mesh youself, did you add a collider to it? Otherwise the function that finds the closest point on collision won't have any data to match from. You can check for collision in the Unreal mesh editor.

2) When using the AkVolumetricStaticMeshEmitter, one limitation that I ran in to was that collision wouldn't work properly for certain types of 3d meshes if they weren't scaled uniformly (1;1;1). I don't know why that is. It works best with simple shapes as cylinders, cubes and spheres (the meshes that are part of the engine content).

by Troels N. (170 points)
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