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+1 vote

Now I have integrated Wwise into my UE4 project, which is using C++. I've added "AkAudio" to PublicDependencyModuleNames in my build.cs file, and the project can be built normally.  At first I've been using Wwise normally, but every time after I rebuild my C++ project, Wwise will not work until I restart the UE4 editor. The log says "LogAkAudio: Error: Unknown listener game object ID. Make sure the game object is registered before using it and do not use it once it was unregistered." when I enter my level after rebuilding. I tried to recompile some of my blueprints, but after that Wwise could go on working as usual. What's more, every time I restart my UE4 editor after rebuilding my project, it displays that the module "UE4Editor-AudiokineticTools.dll" is missing or built with a different engine version and needs to be rebuilt.

What can I do?

I'm using UE 4.19.2, Visual Studio 2017, Wwise 2018.1.0.6714 and Wwise Integration 2018.1.0.6714.1065

Thanks a lot.

dans General Discussion par ltndkl A. (110 points)
Anyone?
Having the same issues.
Using live coding can resolve that, but it also brings other problems like you can't add new C++ classes while using live coding.

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