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+1 投票
Hello

When using event based packaging, I've noticed that during the sound data generation, UE4 likes to mark a lot of AkMediaAssets as being changed, (therefore needing to be submitted to source control).

I am seeing this when I don't have changes to the source files, but with authoring changes to things like volume, positioning etc.

So, the net result is that a volume change results in all these source file assets being changed too, causing a lot of file and data churn on the source control server.

I know that this would be the case anyway with the old soundbank workflow, but I thought that event based packaging would allow for the media and the structures to be much more granular?

I was thinking that these AkMediaAssets are essentially the wem files, so I was wondering if there is any way of setting up and using event based packaging which would avoid the need to constantly check out/in hundreds of media file assets because of simple authoring changes?

On latest wwise and UE4 (2019.2.5, UE4.25)

Cheers
分类:General Discussion | 用户: Simon G. (150 分)
Have the same problem.

Now we have to run without source control to avoid freeze during sound data generation, and then commits a hundred of modified wwise assets every time.

https://cloud.mail.ru/public/FW3Y/4ZULXNJC8

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