Wwise Unreal Integration Documentation
When troubleshooting issues, it can be useful to ensure the Sound Data serialized in the Unreal assets correctly reflects the state of the Wwise project.
There are two ways to achieve this : clearing data in individual assets, or clearing data for all assets and then regenerating sound data.
To clear the data in individual assets, select them in the content browser and open the context menu by right-clicking. Their sound data can then be cleared by selecting the Clear Sound Data option. This will not clear user-defined fields such as Required bank or User Data. In the case of External Sources, the associated .wem files will not be deleted. For the External source data to be properly reimported on the next Sound Data Generation, you must clear these .wem files using the Clear the external sources cache option in the Clear Sound Data window accessed from the Build menu.
If an asset is localized, you will have the option to also delete the localized platform data assets, which are separate from the main asset. Deleting these localizated assets completely clears asset data, but will result in a different UObject GUID (due to a limitation of the Unreal Engine) when the sound data is generated, even if the underlying data is unchanged. This can have consequences when working with version control.
To erase Sound Data from all Wwise Unreal assets, use the Clear Sound Data feature accessed from the Build menu, under the Audiokinetic category.
Selecting that menu entry will display the following window:
These options will clear various cached objects in the Wwise project itself. These cached files have an incidence on the binary content in the generated Sound Data.
This option will delete the SoundBankInfoCache.dat file found in your Wwise project's .cache folder. For more information, please refer to the Overview page in the "Working with projects" section of the Wwise Help.
This option will delete all media files (.wem) found in your Wwise project's .cache folder. For more information, refer to the ".cache folder" section on The Media File Structure page in the Wwise Help.
This option will delete all converted External Source media files found in your external source target folder. Refer to Using External Sources for more information.
These options will clear the data that is serialized on the Unreal side.
This option will clear all data coming from the Wwise SoundBank generation process that is serialized in Unreal assets.
- Check Delete Localized Platform Data Assets to delete the Platform Data that is stored in separate assets for localized SoundBanks and Events. Deleting these localizated assets completely clears asset data, but will result in a different UObject GUID (due to a limitation of the Unreal Engine) when the sound data is generated, even if the underlying data is unchanged. This can have consequences when working with version control.
This option will delete all
UAkMediaAsset assets that are not referenced by any other asset.
This option will delete all
UAkPlatformdata assets that are not referenced by a parent Event or SoundBank asset. These assets can remain in the Localized folder if you delete localized Event and SoundBank assets without first clearing with Delete Localized Platform Data option.