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Wwise Unreal Integration Documentation
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This topic contains tips and recommendations to help you debug your Wwise Unreal Integration projects.
Integration 中的每个模块都有独立的详细级别。Log, Warning, and Error messages appear when something is wrong in most cases. If an error occurs, you can find which module produced the error and set the verbosity of that module's logs to Verbose or VeryVerbose to better understand why the error occurred. For example, Verbose or VeryVerbose can be helpful to diagnose asset loading and packaging problems.
您可以在 DefaultEngine.ini 文件的 Core.Log 部分更改各个模块的详细级别。A special logging category called LogWwiseHints is enabled by default across all modules, which warns about using deprecated functions and other bad habits.
以下为可能的详细级别:
在以下示例中,可看到与各个模块关联的详细级别:
For more information about setting log verbosity and verbosity levels, see Logging in Unreal and ELogVerbosity::Type.
If you have issues with memory usage and performance, you can use the Stats in the low-level Wwise constructs to troubleshoot. Use the Unreal Frontend to start a profiling session, or use the Stats menu to enable real-time visualization of the available statistics. For example, the WwiseFileHandler stats have information about all currently loaded assets.
The Integration includes the following Stats:
若要访问这些信息,请在 Unreal 的 Viewport Options 中选择感兴趣的 Stats。
For more information about Stats, see Stat Commands.
GeneratedSoundBanks 文件夹的路径通常与工程根目录相对。When using the editor with the -Game option, you might need to set the working directory to the same folder as the root that contains your .uproject file.