I created Wwise project for UE5 and implemented him into the engine. But I have some problem what I can’t resolve
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WwisePicker and WAAPIPicker generated .uasset files for events, but they doesn’t do same for soundbanks. I even can’t make empty soundbank in Audiokinetic window inside the content browser. How I can generate useful soundbanks?
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I can’t use events on the engine. I know what I should click on the “use event-based packaging” option in project settings (Edit - Project Settings - Wwise -Integration Settings -Sound Data), but I don’t have the line with this option in project parameters. I checked up all files in engine, maybe had a problem here, but nothing changed. How I can switch on event-based packaging or how I can use Wwise events differently?