The Wwise sound engine assets are not following localization pattern.
Instead Wwise type uasset store internally localized cooked data for example:
struct WWISERESOURCELOADER_API FWwiseLocalizedEventCookedData
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, VisibleInstanceOnly, Category = “Wwise”)
TMap<FWwiseLanguageCookedData, FWwiseEventCookedData> EventLanguageMap;
}
Is there a way to split Wwise audio localization into multiple chunks (packages) in shipped game, so user might have an option to select and install desired localization?