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0 投票
Howdy!

Recently my team has upgraded to the latest ( at the time ) release of the UE4 engine plugin integration for Wwise, with UE4 v 4.21.

After the integration, I've noticed some warnings that appear all the time.  These warnings happen with a brand new project as well, so it's not just the upgrade:

LogClass: Warning: FAkMidiEventBase::Type is not initialized properly
LogClass: Warning: FAkMidiEventBase::Chan is not initialized properly
LogClass: Warning: FAkMidiProgramChange::ProgramNum is not initialized properly
LogClass: Warning: FAkMidiChannelAftertouch::Value is not initialized properly
LogClass: Warning: FAkMidiNoteAftertouch::Note is not initialized properly
LogClass: Warning: FAkMidiNoteAftertouch::Value is not initialized properly
LogClass: Warning: FAkMidiPitchBend::ValueLsb is not initialized properly
LogClass: Warning: FAkMidiPitchBend::ValueMsb is not initialized properly
LogClass: Warning: FAkMidiPitchBend::FullValue is not initialized properly
....

And so on.  About 36 warnings in total.  I took a look at the classes in question, and UE is right, these have default constructors written with no initializer list or default values assigned.  Is this intentional?  If so, when can I expect these warnings to be fixed in a future update?   I'm currently going through and rewriting the default constructors to have initializer lists, since our cook process treats all warnings as errors for this particular project.  

Example:

FAkMidiEventBase(){}
changed to

FAkMidiEventBase()

: Type(EAkMidiEventType::AkMidiEventTypeInvalid)

, Chan(0)

{}

Fixes the warnings:
LogClass: Warning: FAkMidiEventBase::Type is not initialized properly
LogClass: Warning: FAkMidiEventBase::Chan is not initialized properly

Thanks,
Branden Turner
WDI
分类:General Discussion | 用户: Branden T. (140 分)
Any info on this?  I downloaded the latest integration past ours and it still has this issue.
Hi Branden, did you find a solution? We are attempting to build our game, and running into similar issues in 4.21/2018.1.1
Hi Jonathan.  Unfortunately the only solution I have is what I suggested above, by going into the source and adding initialization code to each of the default constructors.  The issue there might be that the default values I use aren't the most correct, so if the AK team has anything to say I'm all ears!
Right. This seems to be due to a new UE4 change, a new unit testing suite that checks for uninitialized variables in classes. At least it causes warnings, but won't be the cause of bugs. Still annoying to see hundreds and hundreds of errors when I build.

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