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

+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
最新提问 12月 19, 2020 分类:General Discussion | 用户: Lazar T. (110 分)

2 个回答

+1 投票
I have the same problem/question.
最新回答 5月 12, 2021 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.
最新回答 5月 12, 2022 用户: Robin B. (150 分)
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