Unreal project Wwise assets localization.

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?

Steps to Reproduce
Hello,

The regular Unreal’s asset localization way is create it per-culture folders under the “L10N” folder.

For /Game/MyFolder/MyAsset

localized for French (“fr”) will be /Game/L10N/fr/MyFolder/MyAsset.

Hi,

The Wwise Unreal Integration is developed and maintained by Audiokinetic, so I’d recommend reaching out to their support for questions on the plugin.

Best,

Cody