Audiokinetic's Community Q&A is the forum where users can ask and answer questions within the Wwise and Strata communities. If you would like to get an answer from Audiokinetic's Technical support team, make sure you use the Support Tickets page.

Including Ak Source file paths in Unreal

0 votes
Hi,

i've followed the steps in the integration guide, up to the "initial setup" step. So, i've got a WWise plugin integrated at engine level, and i can compile and run successfully, but i'm not actually doing anything (yet).

Next step, starting to call, from another plugin, that wraps engine-level custom functionalities, to WWise functions. I've got the includes where the plugin is ( \Engine\Plugins\Wwise\Source\AkAudio\ ) ,  so, question 1): how to properly make my other plugin to know the include path(s)? i've already added the AkAudio module dependency in the .cs file

PublicDependencyModuleNames.AddRange(new string[] {    ..   "AkAudio",     .. });

but i know i have to add here also the paths, what's the correct way? After doing this, will i need to do more?

Question 2): forcing in-code explicit include paths (e.g. ../../../../WWise/Source/AkAudio/Public/AkInclude.h ) i still get some compile errors, in AkInclude.h (syntax error: identifier 'FEditorViewportClient') but opening it i get to the default install path of WWise (in my case, S:\WWise\Source\ etc..) and not the in-engine copied plugin source. Is this an intellisense pitfall or a real issue due to something else? I tend to believe the second option, because it should know about the "correct" include path and not this other one.

thanks a lot in advance,

kind regards,

Michele.
asked Jan 24, 2018 in General Discussion by Michele C. (140 points)

Please sign-in or register to answer this question.

...