Wwise to Unreal Season 2 Attaching Sounds to Animations

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  • เผยแพร่เมื่อ 21 ม.ค. 2025

ความคิดเห็น • 12

  • @conralaje2059
    @conralaje2059 5 ปีที่แล้ว

    thank you for the Wwise to Unreal Series man! Keep doing them

    • @brassbgeek
      @brassbgeek  5 ปีที่แล้ว

      Absolutely! I am happy these are helpful for you.
      Next one will hopefully be this week.

  • @alex_opr
    @alex_opr 2 ปีที่แล้ว

    Hi! As projects get bigger, wouldn't the wwise events attached to the mesh create some hard to navigate clutter?

    • @brassbgeek
      @brassbgeek  2 ปีที่แล้ว

      Hi! It very well could! I believe it ultimately depends on how you want to handle it. Unfortunately I have not had the opportunity to work within Wwise on a larger project, so I can only speculate.

  • @geneuskim310
    @geneuskim310 3 ปีที่แล้ว

    Hi, I followed you exactly same, but i still got a message 'Akcomponent has been created in the notify. it will be using default values for all properties.'😥

    • @brassbgeek
      @brassbgeek  3 ปีที่แล้ว

      Hi there! I am sorry you are having troubles. It has been a while since I looked at this video. The main thing that pops into mind is making sure that you have your AK component attached to the player mesh where the animations are located. It is very easy to have accidentally attached your AK component to, say, the gun mesh, or something like that. I have done that a lot in the past. Let me know if you still have problems after checking that and I will see if I can try and help you further!

    • @geneuskim310
      @geneuskim310 3 ปีที่แล้ว

      @@brassbgeek I'm working on 'Event-based Packaging', will this have an effect?

    • @brassbgeek
      @brassbgeek  3 ปีที่แล้ว

      @@geneuskim310 I am unsure! The best way to test that would be to create an AK play event set up to trigger on a mouse-click or something similar and see if the footsteps will play in that way. If they do, then my guess would be that is not the problem. However, I have not done event-based packaging before so I could absolutely be wrong on that!

    • @geneuskim310
      @geneuskim310 3 ปีที่แล้ว

      @@brassbgeek Thanks for your super kindness... Finally i solve this problem. Event-based packaging actually does not matter this problem. i made an anim notify, which is NOT an anim ak notify, and connect it with ak event IN BLUEPRINT. It worked nicely, and not printed log that 'Akcomponent has been ~~ blah blah'. Thank you!

  • @1pmgdrummer
    @1pmgdrummer 4 ปีที่แล้ว

    Did you have to do anything special to get your events to play in the anim editor? My events will not play from the editor.

  • @angelignace8247
    @angelignace8247 5 ปีที่แล้ว

    Love

  • @russjohnson1715
    @russjohnson1715 4 ปีที่แล้ว

    Unreal is so much more long winded than Unity.