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0 投票
Hi,

I'm wondering if it's possible to directly replace the .bnk files in a UE4 project build? With Unity you can just drill down into the package, find, and replace them. But with Unreal it doesn't appear that they're so easily exposed. Is this the case?

The reason we'd like to be able to do this is so that we (the audio team) can self-iterate on our work with a build and not have to ask the developer for a new build each time we update assets and want to test our revisions in-game.

Thanks!

-Richard
分类:General Discussion | 用户: Richard L. (220 分)

1个回答

0 投票
I'm not quite sure what you mean by a "project build", so I'll assume you are iterating your sound design in a packaged game, and not using the editor.

If you are using .pak files for your built game, you are out of luck. We have added code to the project packaging code to add the SoundBanks in the .pak files along with the rest of the game's assets. I would suggest that during development, you don't use .pak files (Edit > Project Settings > Packaging > Uncheck "Use PAK files"). That way, your content folder will be visible in your built game. All you will need to do is re-generate your SoundBanks and copy them to YOUR_GAME/Content/WwiseAudio.

If you are using the editor, everything should just work once you generate your SoundBanks.
用户: Benoit S. (Audiokinetic) (16.0k 分)
Yes, you're correct I was referring to a packaged game; and that was the perfect solution! Thanks for the quick response- appreciate it!

-Richard
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