Loading .WAV at runtime to a USoundWave

RawPCMData also needs to fill when play audio in packaged game. Try add such code when copy RawData: sw->RawPCMDataSize = WaveInfo.SampleDataSize; sw->RawPCMData = (uint8*)FMemory::Malloc(sw->RawPCMDataSize); FMemory::Memmove(sw->RawPCMData, rawFile.GetData(), rawFile.Num());