Tag : ue4

Stopping Events

[UE4/Wwise] Did you know that you can stop sounds without having to make an event for it? It’s simple with the Execute Action on Playing ID command. I usually prefer this handling unless there is a “release” sound for the stop of a loop or something. It allows game-side management of those events, rather than…

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Wrapping Engine Classes

👏Always👏Wrap👏Your👏Engine👏Classes👏 There’s a reason that programmers do it. And that reason is because it’s rad. Like, Ak Components are dope, but you know what’s doper? An Ak Component with Gameplay Tags. Having things like a game engine is great because it gives you most of the functionality that you need. But what about when you…

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UE4/Wwise Post Events

[UE4/Wwise] Here is a reference sheet that I give to my designers and audio team. The details are a little specific, but I think that the important takeaway here is really getting in the mindset of maximizing control of your game. Make your choices deliberately and gobble up all of the control that you can…

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UE4 Datatables

Sound designers (and game designers!) If you are using UE4 and you’re putting all of your asset references directly in BP, then you need to look into moving over to Data Tables! The short of it is that if you have a parent class set up with a ton of empty asset references to be…

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