Note: Unreal "Project" plugins 100% break hot reloading since around 4.15 (more or less - I lost the source confirming this). The only solution is to use Engine plugins. WWise's website only provides steps to build Wwise into an Unreal source engine build.
To build Wwise for a precompiled engine installed from the Epic Launcher, you must follow these steps:
Reference: RunUAT.bat BuildPlugin -plugin=[path/to/pluginname.uplugin] -package=[path/to/output/directory]
1) Integrate it into an empty project using WWise Launcher
2) Fix #include "Paths.h" to #include "Misc/Paths.h" in AkJsonFactory.cpp (otherwise it won't compile)
3) Build an Engine plugin using the above blog command line
4) Add any required folders (e.g. Include, Mac, and x64_vc150) to the engine plugin as indicated here https://www.audiokinetic.com/library/edge/?source=UE4&id=installation.html