- Wwise 2019.2.5 + UE4.2whatever (event based packaging enabled)
In most of my blueprints I'm assigning event names VIA strings (easier to swap event strings that way). Everything works great in the editor, but playing the game in standalone mode, only sounds with the events assigned directly (in a BP, or on the Ak component) will play. Interestingly enough, if I add an Ak PostEvent Action to my BP then assign it an event directly, that event will work when playing the game in standalone mode. The Action doesn't even need to be hooked up to play in order to work in standalone mode.
I'm guessing Unreal only packages events that are referenced on/ in a BP directly as to not bloat the build with "unused assets" when building or using standalone mode. Is this a build settings thing where I need to include the whole WwiseAudio folder?
It would be great to get some more documentation or videos from the AK team on how event based packaging works. The feature is great! But looks like some workflows don't work super well with it. Also it's unclear to me when events are being loaded; I'd assume it when the event is called, but this makes me think it might be different. Maybe adding an option in the Wwise profiler to see when an event is loaded/ unloaded would help?
A great feature would be an option to include all audio data in the WwiseAudio folder in my unreal project into builds in the Project Settings. Or maybe I just need an engineer to do that for me. But they are just as confused as I am and my bribe budget for them is running low.