Table of Contents
Wwise Unreal Integration Documentation
The Wwise Unreal plug-in provides a Commandlet allowing you to generate SoundBanks and to submit them to source control from the command line. Usage of the Commandlet is:
Parameters are :
- platforms: (Optional) Comma separated list of platforms for which SoundBanks will be generated, as specified in the Wwise project. If not specified, SoundBanks will be generated for all platforms.
- languages: (Optional) Comma separated list of Languages for which SoundBanks are to be generated, as specified in the Wwise project. If not specified, all languages are generated.
- wwiseConsolePath: (Optional) Full path to the Wwise command-line application, used to generate the SoundBanks. If not specified, the path found in the Wwise settings is used.
- rebuild: (Optional) Force a clean rebuild of all Wwise Sound Data
- migrate: (Optional) Do the first time migration of the project.
- help: (Optional) Print this help message. This quits the Commandlet immediately.
If you ever experience issues with the Development Editor not built or available yet, you can skip the plugin activation by setting the environment variable
The Commandlet has a special option to migrate a project to the Event-Based Packaging workflow, offline, on a build machine. This is highly recommended for large projects, as this process can be time-consuming. The commandlet creates the new assets, rebuilds the sound data and submits it to source control. It is highly recommended to use the path of the Wwise Console application.
The Commandlet commits the changes it has brought to your project if source control is enabled. The commit message can be customized in the Wwise Integration Settings, by editing the Commandlet Commit Message field.
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