Using the GME Blueprint Sample in an existing Unreal/Wwise project

The following is similar to Using the Sample Blueprint except an existing Wwise project is used instead of the GMEIntegrationDemo Wwise project. For reference, and for ideas about how to set up the SFX items, see the GMEIntegrationDemo Wwise project (<WWISE_INSTALL_PATH>/SDK/samples/Plugins/TencentGME/IntegrationDemo/WwiseProject/GME.wproj).

  1. Copy <WWISE_INSTALL_PATH>/SDK/plugins/TencentGME/Unreal/GMEWwiseDemo/Content/GME_Blueprint_Sample to your project's Content directory.

  2. Copy <WWISE_INSTALL_PATH>/SDK/plugins/TencentGME/Unreal/GMEWwiseDemo/Plugins/TencentGME_Wwise to your project's Plugins directory.

  3. Before opening the Unreal project, right-click on the .uproject file and select Generate Visual Studio project files. Then rebuild the editor using the generated/updated Visual Studio solution file.

  4. In the Wwise project, add the GME Session Plug-In to your Audio Device as described here: Setting up the Tencent GME Session Plug-in.

  5. In the Wwise project, import Tencent GME Presets from the Import Factory Assets menu option under Project.


    This warning is expected: "AudioDeviceNotFound The Audio Device ShareSet'\Master-Mixer Hierarchy\Factory Tencent GME\Main Audio Bus' was not found. It will be replaced by the System device".

  6. In Unreal, generate SoundBanks from the Wwise Browser.

  7. Update Event UAssets and ensure the Ak Event variables of the HomeWidgetBlueprint link to their corresponding Event UAssets.

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