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0 投票

Hello, people with more knowledge than me! I recently started learning the Wwise-Unreal combo, and I have a question about a specific thing I want to achieve.

What I want: Play an event with a switch container at the location of a collision, based on the surface material (for example, a box bouncing on different types of floor).

The problem I faced (using only Blueprints) is that I can’t use the ‘Post Event at Location’ node because I couldn’t find a way to pass the switch parameter. Using ‘Post Event’ on one of the collision actors doesn’t work well either, because the sound attaches to the actor, which isn’t the desired result for accurate sound positioning.

My solution so far was to spawn and destroy an actor with an AkComponent at the collision location, passing the correct switch value, impact strength, etc.

I’m unsure, though, if this is a good solution (I imagine using a small actor pool might be better), or if there’s a better way to achieve this without C++—which I still need to explore.

Any suggestions?

分类:General Discussion | 用户: Sergi S. (100 分)

1个回答

0 投票
You got it right Sergi. Using a small pool of collision actors is a good approach. You can also explore the Impacter plugin, it can yield pretty good results for physics based collisions. But also in this case, beware of spawning new actors every time. Otherwise you will quickly run into GC-caused game thread stuttering.
用户: Adrian J. (520 分)
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