Hi Ibrahim,
What you're seeing is actually expected behavior in a Wwise-integrated Unreal Engine project.
In a typical Wwise workflow, the raw audio files (like WAVs) are not stored in the Unreal project folder. Instead, they live within the Wwise project directory, usually under something like: <WwiseProject>/Originals/. When you generate SoundBanks, Wwise converts the original audio assets into platform-specific, compressed media files along with accompanying metadata (for more details, see: Generating SoundBanks for a project). These are the files that get imported into Unreal and used at runtime.
Unreal doesn’t reference the raw audio directly it only uses the compiled SoundBank content provided by Wwise (simplified).
So, if you're trying to update the Wwise integration or modify audio content, you'll need access to the entire Wwise project, including the Originals/ folder and the .wproj file.
If you're working in a team environment, I recommend:
- Checking with your audio team to locate the Wwise project folder.
- Making sure the Originals/ directory is included in version control.
- Ensuring everyone has the same version of the Wwise project to avoid compatibility issues when generating or modifying SoundBanks.