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0 投票

Hello!

I have created a new project in Unreal Engine 4.23.1, then installed the WWise plugin to that project via the launcher. All has appeared to have gone smoothly, except that the project simply cannot be opened as it crashes on startup (call stack below). This appears to be a bungled installation with module dependencies being loaded in the wrong order (how?), but whilst there is a WWise plugin inside the plugins folder, the actual uproject file contains no mentions of a relevant WWise / Akaudio module. I'm unable to remove the plugin, unable to fix the installation, and unable to open the project.

I'd appreciate any assistance anyone can give me.

Thanks,

Luke

Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:E:\Epic Games\UE_4.23\Engine\Source\Runtime\Core\Public\Modules/ModuleManager.h] [Line: 263] Tried to get module interface for unloaded module: 'ContentBrowser'

UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!AssertFailedImplV() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:445]
UE4Editor_AudiokineticTools!DispatchCheckVerify<void,<lambda_a83d655997c23f3a324b14a359ac46f3> >() [e:\epic games\ue_4.23\engine\source\runtime\core\public\misc\assertionmacros.h:164]
UE4Editor_AudiokineticTools!AkAssetManagementManager::Init() [d:\jenkins\ws\wwise_v2019.2\ue4plugin\wwisedemogame\plugins\wwise\source\audiokinetictools\private\assetmanagement\akassetmanagementmanager.cpp:44]
UE4Editor_AudiokineticTools!FAudiokineticToolsModule::StartupModule() [d:\jenkins\ws\wwise_v2019.2\ue4plugin\wwisedemogame\plugins\wwise\source\audiokinetictools\private\audiokinetictoolsmodule.cpp:791]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:550]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() [d:\build\++ue4\sync\engine\source\runtime\projects\private\moduledescriptor.cpp:596]
UE4Editor_Projects!TryLoadModulesForPlugin() [d:\build\++ue4\sync\engine\source\runtime\projects\private\pluginmanager.cpp:938]
UE4Editor_Projects!FPluginManager::LoadModulesForEnabledPlugins() [d:\build\++ue4\sync\engine\source\runtime\projects\private\pluginmanager.cpp:1003]
UE4Editor!FEngineLoop::LoadStartupModules() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3344]
UE4Editor!FEngineLoop::PreInit() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2738]

分类:General Discussion | 用户: Luke P. (160 分)

1个回答

+1 投票
Turns out this is a problem with the plugin itself, but also the WWise automatic installer.

The plugin has not been configured correctly with respect to it's dependencies and will crash if the Data Asset Validation plugin is not enabled (but nothing will prevent you from disabling it). It also has an erroneous dependency on the Matinee to Sequencer converter plugin, which must be enabled even if Sequencer itself is disabled.

Audiokinetic needs to fix the dependencies configuration, and installer should be updating the uproject file to ensure that other required plugins are also enabled.
用户: Luke P. (160 分)
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