Using the latest versions of Unreal Editor (4.18.1), using the latest version of Unity. I managed to get everything to work in the editor, and the sounds work fine when using play in editor. Using Visual Studio 2017 for the Toolchain, for a Windows application.
When I package my project, though, it fires up and acts correctly (movement, clicks, etc) but there is zero sound. If I package a project that does not use Wwise audio and uses UE4 audio, sound works properly.
A few questions - do I need to generate soundbanks from UE4 or in Wwise?
Where should my audio for the game be located? For example, if I packaged my UE4 project in "D:/AwesomeProject", what would the file path for my sound? I can find nothing in my project folders that look anything like soundbanks.
I get these warnings:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogLinker: Warning: Asset '../../../../../../Users/Lance/Documents/Unreal Projects/DnDMusicBoard/Plugins/Wwise/Content/AnimNotifyRedirectors/AnimNotify_AkEvent.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogLinker: Warning: Asset '../../../../../../Users/Lance/Documents/Unreal Projects/DnDMusicBoard/Plugins/Wwise/Content/S_AkComponent.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogLinker: Warning: Asset '../../../../../../Users/Lance/Documents/Unreal Projects/DnDMusicBoard/Plugins/Wwise/Content/AnimNotifyRedirectors/AnimNotify_AkEventByName.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
Unfortunately, I don't know what to do about those warnings or if they have anything to do with my issue.
Thanks!