Hello! I'm working on a sound replacement for the Unreal ShooterGame. I'm trying to do as much as possible in C++ (Hopefully everything) and I'm using UE4.10.0 as well as the corresponding Wwise auth tool, integration and XCode (I'm on El capitan and the software versions I'm using are correct and compatible as far as I know).
I've been informed that in this case, the Wwise soundengine modules are already initialized in the code (Soundengine, music engine, comms, ... ). Yesterday I managed to import the Init.bnk and a Test.bnk generated in Wwise to UE4's content browser, I created an event with same name as an event in Wwise, built banks and through blueprint I could play a pickup sound. Those banks already include header files because I plan on loading/unloading banks with IDs.
The problem is that when I try to load/unload banks in C++, I include the generated header files for the IDs and apparently the code can't find that header file. (#include "Wwise_IDs.h")
I already accessed the build settings, set custom header file search paths and that didn't seem to help. Can anyone shed some light on this subject? Thanks a lot!