커뮤니티 Q&A

Audiokinetic의 커뮤니티 Q&A 포럼에 오신 것을 환영합니다. 이 포럼은 Wwise와 Strata 사용자들이 서로 도움을 주는 곳입니다. Audiokinetic의 직접적인 도움을 얻으려면 지원 티켓 페이지를 사용하세요. 버그를 보고하려면 Audiokinetic 런처에서 Bug Report 옵션을 사용하세요. (Q&A 포럼에 제출된 버그 보고는 거절됩니다. 전용 Bug Report 시스템을 사용하면 보고 내용이 담당자에게 정확히 전달되어 문제 해결 가능성이 크게 높아집니다.)<segment 6493>

빠르고 정확한 답변을 얻으려면 질문을 올릴 때 다음 팁을 참고하세요.

  • 구체적인 내용을 적어주세요: 무엇을 하려는지, 혹은 어떤 특정 문제에 부딪혔는지 설명하세요.
  • 핵심 정보를 포함하세요: Wwise와 게임 엔진 버전, 운영체제 등 관련 정보를 함께 제공하세요.
  • 시도한 방법들을 알려주세요: 문제 해결을 위해 이미 어떤 단계를 시도해봤는지 설명해주세요.
  • 객관적인 사실에 초점을 맞추세요: 문제의 기술적 사실을 중심으로 설명하세요. 문제에 집중할수록 다른 사람들이 더 빠르게 해결책을 찾을 수 있습니다.

0 투표

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

General Discussion Joel C. (100 포인트) 로 부터
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.

1 답변

0 투표

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 포인트) 로 부터
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