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Wwise Unreal Integration Documentation
Known Issues
  • WG-29964 It is not possible to connect the Wwise Profiler to a Linux game.
  • WG-29982 Use Reverb Volumes flag doesn't work in real time: The Blueprint box "Set use reverb volumes" does not work as expected.
  • WG-44750 Physical Material Override on the Mesh cannot be used for Acoustic Texture assignment with an AkGeometryComponent.
  • WG-52869 In Unreal 4.25 and prior versions, the Unreal Editor XML parser will fail to parse Work Units containing Wwise objects with attached notes.

Known Issues with Event-Based Packaging (EBP) and Sound Voices

  • WG-54828 After converting a Sound Voice to a Sound SFX, data must be cleared and re-generated for the change to take effect in the Unreal Asset.
    • Since 21.1.8, it is possible to to clear sound data for individual Wwise assets from their context menu in the content browse.
  • WG-54255 When generating sound data without WAAPI, old localized content from the GeneratedSoundbanks folder will be serialized to Unreal Assets.
    • This can lead to conflicts when loading localized Events.
    • This can be avoided by manually cleaning up the localized content in the GeneratedSoundbanks folder after removing or renaming languages in Wwise.