Martin B. asked a similar question for UE4.11. No one responded so I'm trying here.
I'm trying to register Sound Seed plugin for a UE4.12 Content-Only (blueprints based) project. Sound Seed is supposedly included with my license key. I have followed the instructions from the Wwise UE4integration FAQ without a rebuild... but no luck so far. Is Sound Seed considered a "third-party" Wwise plugin and requires a rebuild? Anyone have any success with this?
A: In order for your plug-in to register itself with the SoundEngine, you need to include the plug-in's factory header (.h) file. To do so, add the necessary include in…/Plugins/Wwise/Source/AkAudio/Private/AkAudioDevice.cpp, under the line saying
// Add additional plug-ins here.
You then need to link against the plug-in's library. To do so, add a call to the AddWwiseLib function for your plug-in in …/Plugins/Wwise/Source/AkAudio/AkAudio.Build.cs, near the other plug-ins. You then need to rebuild your game project from the Visual Studio solution or Xcode workspace.
Note: A limitation in Unreal Engine 4 prevents from rebuilding an Unreal plug-in from a Content-only (Blueprint) project. Therefore, third-party Wwise DSP plug-ins are not available in a Content-only (Blueprint) project, as this method requires rebuilding the Wwise Unreal plug-in.