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Does /Plugins/Wwise need to be included in source control for Unreal projects?

+1 vote

We've recently started a Unreal 4.26 project and we've successfully integrated Wwise 2019.2.8.7432 into the project. Since my background is in Unity, and there we've had success with Wwise and git, I was wondering how to do it in Unreal.
The main problem is that while integrating Wwise, folder inside /Plugins/Wwise is created and that alone has 4.72GB. This is really close to the size of our repository limit (we're using gitlab) and we would like not to include it - also it gets really hard if we try to push it because of the timeouts.

Does this folder need to be included? How can it be regenerated if it's not included?

Thanks in advance
asked Dec 19, 2020 in General Discussion by Lazar T. (110 points)

2 Answers

+1 vote
I have the same problem/question.
answered May 12, 2021 by Oleg T. (160 points)
0 votes
Yes, The Plugins/Wwise folder needs to be added to source control if you don't you will get errors and crashes in your unreal project.

You can ask everyone who is working on the project to manually integrate Wwise in unreal, this will add the wwise plugin to the unreal project without having to submite it  to source control.
answered May 12, 2022 by Robin B. (150 points)