Impossible to debug Unreal Engine 4.7.6 with Wwise integrated

Hello !

It’s impossible to Debug a standalone game using visual studio configuration “Debug Game” with WWise integrated to Unreal Engine 4.7.6 at the moment. The following error is displayed :

Erreur 17 error LNK1181: impossible d’ouvrir le fichier en entrée ‘C:\Program Files\Unreal Engine\4.7\Engine\Binaries\Win64\UE4Game-Redist-Launch.lib’ YourPath\ProjectName\Intermediate\ProjectFiles\LINK ProjectName

Erreur 18 error : Failed to produce item: YourPath\ProjectName\Binaries\Win64\ProjectName-Win64-DebugGame.exe YourPath\ProjectName\Intermediate\ProjectFiles\ERROR ProjectName

Erreur 19 error MSB3073: La commande ““C:\Program Files\Unreal Engine\4.7\Engine\Build\BatchFiles\Build.bat” ProjectName Win64 DebugGame “YourPath\ProjectName\ProjectName.uproject” -rocket” s’est arrêtée avec le code -1. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 38 5 ProjectName

Step to reproduce :

1/ Launch Unreal Engine 4.7.6 with WWise integrated

2/ Open any project

3/ File → Open visual studio

4/ Change the build configuration to “Debug Game”

5/ Start the build

Thank you for your help

Hi Caracole,

Sorry for the delay in responding to your post. Are you still having trouble with this issue? I built a new Engine (version 4.7.6) with Wwise (2014.1.3 build 5219) integrated into it, then created a new code project and had no problems when trying to run it through Visual Studio’s debugger in the DebugGame configuration. If you are still seeing this issue, does it happen on every project?

Hi ,

Thank you for taking some time to check this issue.

I just re-done my wwise integration from scratch and i just realized what may be my problem :
The WWise integration available at Audiokinetic’s WWise-integration github is actually 4.7.3, not 4.7.6.
I tried the master branch but it’s not compiling.

Since the 4.7 WWise-integration release from Audiokinetic is 4.7.3 and master banch isn’t compiling, i have no clue about how to integrate WWise into 4.7.6.

May I ask how did you do it ?

Caracole

I’ll admit that it took me a while to figure out how to get the Wwise integration working. If I can find some time, I may add a post to the wiki explaining how to do this. Unfortunately that is where my experience ends, I have no idea how to actually use Wwise.

This is what I did to get this working:

  • Obtain source code for version 4.7.6 of UE4 (this is currently available in the Releases branch on GitHub).
  • Run Setup.bat, GenerateProjectFiles.bat, and build the Engine in Visual Studio (Development Editor, Win64 configuration).
  • Download the zip file of the [Wwise integration][1].
  • Download the [Wwise Authoring and SDK installer][2] (version 2014.1.3 build 5219 is the one that is listed as working with UE4, so that is the one that I downloaded).
  • Run the Wwise installer.
  • Make sure to include the Visual Studio 2013 component when installing Wwise.
  • Unzip the Wwise integration files and copy them all into where I placed the new Engine I just built. Overwrite files as needed.
  • Copy the include folder from where Wwise was installed (in my case, C:\Program Files (x86)\Audiokinetic\Wwise v2014.1.3 build 5219\SDK) and paste it into the AudioKinetic folder in the new Engine (D:\Source\UnrealEngine-release-wwise\Engine\Source\ThirdParty\Audiokinetic)
  • Create a new samples folder in the Audiokinetic folder.
  • Copy the SoundEngine folder from the samples folder in the Wwise install location into the new samples folder that I just created.
  • Copy the Win32_vc120 and x64_vc120 folders into the Audiokinetic folder in the Engine. This folder should now look like this:

45269-audiokinetic.png

The previous steps don’t necessarily all need to be accomplished in a specific order, but the next few steps do need to be done in the following order:

  1. Open the UE4 solution in Visual Studio.
  2. Right-click on the UE4 project in the Solution Explorer window and select Rebuild.
  3. Once the rebuild is complete, close Visual Studio.
  4. Run GenerateProjectFiles.bat
  5. Open the UE4 solution in Visual Studio.
  6. Right-click on the UE4 project in the Solution Explorer window and select Build. This last step shouldn’t take very long.

At this point you should be all set. This was where I created a new code project, built it in Visual Studio using the Development Editor configuration, built the project again using the DebugGame configuration, cooked content for the project in the Editor, then ran it through Visual Studio’s debugger.

One final bit of information. You mention that you tried using the Master branch. I just wanted to make sure that you were aware that the Master branch is an active branch of the Engine, and as such it is highly unstable. Using the Master branch may result in errors, crashes, and occasionally it may not build at all in Visual Studio. It is intended to allow you to see the current state of the Engine as the developers are working on it, and is not intended to be used for actual project development. The Master branch is the “bleeding edge” of development for the Engine. The Promoted branch is a little more stable, and actually receives a little bit of testing before it is updated. This is a good place to look at new features of the Engine and check bug fixes, but it is also not recommended for project development. The Releases branch is the best place to get the latest stable build of the Engine for project development.

Thank you for your answer .

The problem I see with replacing the file from UE4.7.6 sources with the one from WwiseUE4Integration (reminder, which are from UE4.7.3) is that you may override some changes that were made between 4.7.3 and 4.7.6.

The solution I finally found was to manually copy/paste the code changes made by Audiokinetic in order to integrate WWise (thoses are surrounded by “// WWISEMODIF_START” and “// WWISEMODIF_END” in the source) directly into the UE4.7.6 source files.
It was a pain (had to copy/paste code around for ~150 files) but it works perfectly and I’m 100% sure i’ve not overriden stuff i shouldn’t.

I’ll submit a pull request on Audiokinetic’s WwiseUE4Integration github as soon as possible so nobody has to go through this ^^

PS: when i was talking about the master banch, i was talking about WwiseUE4Integration’s one, which is broken and not frequently updated, not Unreal Engine’s one :wink:

Thank you for the clarifications anyway and thanks again for your assistance.

Caracole

I had not been including consideration for file overwrites in my original test. I just wanted to see if I could get it working. Your method is definitely the preferred integration to make sure you keep all of the current Engine source code, though it is the more tedious integration method. I am glad to hear that it seems to be working fine for you now.