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0 支持

Hey folks,

This is my error:

LINK : fatal error LNK1181: cannot open input file 'F:\Epic Games\4.11\Engine\Plugins\Wwise\Binaries\Win64\UE4-AkAudio.lib

I'm using the UE4 fps shooter (blueprint version) game as my testbed (although it hasn't worked on any other project either).

Game packages no worries without Wwise plugin active. I've been through the integration instructions many times now. I want to use Wwise in my projects - its such a great program - but if I can't get the integration sorted I'll have pull the plug on it :(.

I've looked through the .zip file with the UE4 interation files and its not located there. should it be?

I get the same error using UE4.12

Joel C. (100 ポイント) General Discussion
HI,

Could you please post a full log from your packaging attempt?
Here it is. This log has 'evolved' over the last couple of days. No longer does it report not being able to find UE4-AkAudio.lib so not sure what is going wrong anymore.


MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool...
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: 2016-08-22T22:23:46.5117050Z: Running on WindowsHostPlatform as a 64-bit process.
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=F:/Production/Game dev/UE4 Projects/testFPS/test/test.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=F:/Production/Game dev/UE4 Projects/testFPS/test/test.up
MainFrameActions: Packaging (Windows (64-bit)): roject -cook -stage -archive -archivedirectory=C:/Users/Joel/Desktop/Gamebuild -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for F:\Production\Game dev\UE4 Projects\testFPS\test\test.uproject
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: F:\Epic Games\4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe test Win64 Development -Project="F:\Production\Game dev\UE4 Projects\testFPS\test\test.uproject"  "F:\Production\Game dev\UE4 Projects\testFPS\test\test.uproject"  -remoteini="F:\Production\Game dev\UE4 Projects\testFPS\test" -
noxge -generatemanifest -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: Couldn't find target rules file for target '-Project=F:\Production\Game dev\UE4 Projects\testFPS\test\test.uproject' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Location: F:\Epic Games\4.11\Engine\Intermediate\Build\BuildRules\UE4Rules.dll
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Target rules found:
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:  UE4Editor - F:\Epic Games\4.11\Engine\Source\UE4Editor.Target.cs
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:  UE4Game - F:\Epic Games\4.11\Engine\Source\UE4Game.Target.cs
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:  UnrealHeaderTool - F:\Epic Games\4.11\Engine\Source\Programs\UnrealHeaderTool\UnrealHeaderTool.Target.cs
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1.2292891s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): F:\Epic Games\4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe test Win64 Development -Project="F:\Production\Game dev\UE4 Projects
MainFrameActions: Packaging (Windows (64-bit)): \testFPS\test\test.uproject"  "F:\Production\Game dev\UE4 Projects\testFPS\test\test.uproject"  -remoteini="F:\Production\Game dev\UE4 Projects\testFPS\test" -noxge -generatemanifest -NoHotReloadFromIDE. See logfile for details: 'UnrealBuildTool-2016.08.23-10.23.47.txt'
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvV
ars)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
MainFrameActions: Packaging (Windows (64-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
And here's the log out of the actual game project that's being developed:

MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool...
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: 2016-08-23T04:46:42.5131054Z: Running on WindowsHostPlatform as a 64-bit process.
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=I:/ViveTestProject/ViveTestProject.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=I:/ViveTestProject/ViveTestProject.uproject -cook -stage -archive -archived
MainFrameActions: Packaging (Windows (64-bit)): irectory=C:/Users/Joel/Desktop/Gamebuild -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for I:\ViveTestProject\ViveTestProject.uproject
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: F:\Epic Games\4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe ViveTestProject Win64 Development -Project=I:\ViveTestProject\ViveTestProject.uproject  I:\ViveTestProject\ViveTestProject.uproject  -remoteini="I:\ViveTestProject" -noxge
MainFrameActions: Packaging (Windows (64-bit)):  -generatemanifest -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 2.3070787s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: F:\Epic Games\4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe ViveTestProject Win64 Development -Project=I:\ViveTestProject\ViveTestProject.uproject  I:\ViveTestProject\ViveTestProject.uproject  -remoteini="I:\ViveTestProject" -noxge -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Creating makefile for ViveTestProject (changes to target files)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 1 actions (4 in parallel)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: [1/1] Link ViveTestProject.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file 'F:\Epic Games\4.11\Engine\Plugins\Wwise\Binaries\Win64\UE4-AkAudio.lib'
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: I:\ViveTestProject\Binaries\Win64\ViveTestProject.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 5.90 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 6.0533842s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): F:\Epic Games\4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe ViveTestProject Win64 Development -Project=I:\ViveTestProject\ViveTe
MainFrameActions: Packaging (Windows (64-bit)): stProject.uproject  I:\ViveTestProject\ViveTestProject.uproject  -remoteini="I:\ViveTestProject" -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.08.23-16.46.46.txt'
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvV
ars)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
MainFrameActions: Packaging (Windows (64-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
PackagingResults:Error: Error Unknown Error
The first log seems unrelated to Wwise. Can you reproduce it when the Wwise plug-in is not in the game?

As for the second log, it seems the plug-in needs to be rebuilt, but UnrealBuildTool will not do it. Can you open the Visual Studio Solution (File > Open Visual Studio), and the rebuild your game (Build > Rebuild Solution). If this fails, please post the log here.

Thanks!
I have no packaging errors when not using the Wwise plugin. That first log if from the UE blueprint FPS templete with a single AKevent. The 2nd as mentioned is a copy of the actual project we're using. Will reply to the 2nd part of your post soon.

回答 1

0 支持

Use the Wwise plugin as a Project Plug-in and remove from the UE4 Plugins folder.

Basically add the "Wwise plugin folder" to your Unreal Game project folder. Create a folder called "Plugins". Place it in there.

Should be good to go!

Tom S. (140 ポイント)
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