In our previous game, we had Wwise installed as a Game plugin. This causes the issue that every time UE hot-reloads any c++ code and you then run the game, it crashes inside the AK code, because game plugins don't play nice with hot reload. We worked around it by having a source-control shelf which quickly disabled audio, and worked a lot with audio off. Not ideal.
In our new game, I've installed Wwise as an Engine plugin. I followed the instructions here: https://www.audiokinetic.com/library/edge/?source=UE4&id=installation.html (under 'Installing the Wwise Unreal Plug-in as an Engine Plug-in'), which almost worked, except that I found I had to first build Wwise as a Game plugin, and then move its entire /Intermediate folder into the Engine plugin.
Now I have a Wwise Engine plugin, and audio works, and has no issue with hot reloading. Great!
Except... I'm not able to make (Windows) packages this way. When I try I get this error:
- UATHelper: Packaging (Windows (64-bit)): ERROR: Missing precompiled manifest for 'AkAudio'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in AkAudio.build.cs to override.
-
- PackagingResults: Error: Missing precompiled manifest for 'AkAudio'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in AkAudio.build.cs to override.
I've edited AkAudio.build.cs, and added:
- PrecompileForTargets = PrecompileTargetsType.Any;
inside the AkAudio constructor, but I get the same error.
For now, my workaround is that I manually move the Wwise folder out of the UE4.26/Engine/Plugins folder, and into my game whenever I want to package, and then move it back when I want to do development, which works, but seems a bit broken and fiddly.
Has anyone succeeded in having Wwise as an Engine plugin and be able to build packages?
I'm currently using Wwise 2019.2.9.7459 and UE 4.26.1
thanks,
Ricky