Community Q&A

Welcome to Audiokinetic’s community-driven Q&A forum. This is the place where Wwise and Strata users help each other out. For direct help from our team, please use the Support Tickets page. To report a bug, use the Bug Report option in the Audiokinetic Launcher. (Note that Bug Reports submitted to the Q&A forum will be rejected. Using our dedicated Bug Report system ensures your report is seen by the right people and has the best chance of being fixed.)

To get the best answers quickly, follow these tips when posting a question:

  • Be Specific: What are you trying to achieve, or what specific issue are you running into?
  • Include Key Details: Include details like your Wwise and game engine versions, operating system, etc.
  • Explain What You've Tried: Let others know what troubleshooting steps you've already taken.
  • Focus on the Facts: Describe the technical facts of your issue. Focusing on the problem helps others find a solution quickly.

0 votes
Hello!

I'm currently trying to install the Wwise UE4.11 Plug-in. I was able to get the plug-in to work perfect in editor, however when trying to make a build, I get the following errors:

MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: c1xx: fatal error C1083: Cannot open source file: 'H:\Pied Piper MQP\4.11 Pied Piper\Plugins\Wwise\Intermediate\Build\Win64\UE4\Development\AkAudio\Module.AkAudio.cpp': No such file or directory
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: AkAudio.generated.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: h:\pied piper mqp\4.11 pied piper\plugins\wwise\source\akaudio\public\AkInclude.h(24): fatal error C1083: Cannot open include file: 'AK/AkWwiseSDKVersion.h': No such file or directory

I followed the instructions on the website as per instructions after installing Wwise w/ the VisualStudio 2015 SDK. Any and all help would be greatly appreciated!
in General Discussion by Dan D. (100 points)
Quick question,

Did you make this project or did you use theirs?

Did you add in code to the project?


Because I was able to create a brand new from code FPS project and package it out on shipping with the wwise sound still working.  I did notice though that UE4 is still weird about adding in code to an only BP project though and when I tried to package from that it gave me similar errors. Yet I was able to bypass this with a project from code.

-Rob

1 Answer

0 votes
same problem here, seems they need to update their integration help files...

i'm going to try to copy the related files to another directory..
by Huan H. (140 points)
...