社区问答

欢迎来到 Audiokinetic 社区问答论坛。在此,Wwise 和 Strata 用户可互帮互助。如需我们团队直接提供协助,请前往技术支持申请单页面。若要报告问题,请在 Audiokinetic Launcher 中选择“报告错误”选项(注意,问答论坛并不会接收错误报告)。我们内部设有专门的错误报告系统,会有专人查看报告并设法解决问题。

要想尽快得到满意的解答,请在提问时注意以下几点:

  • 描述尽量具体:比如,想达到什么样的目的,或者具体哪里有问题。
  • 包含关键细节:比如,Wwise 和游戏引擎版本以及所用操作系统等等。
  • 阐明所做努力:阐明自己为了排除故障都采取了哪些措施。
  • 聚焦问题本身:聚焦于问题本身的相关技术细节,以便别人可以快速找到解决方案。

+1 投票
Hello,

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
分类:General Discussion | 用户: Lazar T. (110 分)

2 个回答

+1 投票
I have the same problem/question.
用户: Oleg T. (160 分)
0 投票
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.
用户: Robin B. (150 分)
...