FMOD for Unreal, Occlusion returns only 0 or 1, is no intermediate values is expected behaviour?

Hi,
I’m testing the Occlusion system in FMOD for Unreal and I would like to confirm whether the current behavior is correct or if I’m missing something in the setup.

I followed the official documentation:

  • Created a continuous parameter in FMOD (0–1) named exactly as the “Occlusion Parameter” in the plugin settings.

  • Automated a low-pass filter in FMOD so that the parameter value controls frequency cutoff (0 = 20 kHz, 1 = 20 Hz).

  • Enabled Occlusion on the FMOD Audio Component in Unreal (Occlusion Trace Channel set to Visibility, tested also with complex collision).

  • The parameter is local (instance parameter).

The issue:
When moving the listener around a test map, the occlusion parameter only receives values 0 or 1.
There are no intermediate values such as 0.2, 0.5, 0.7 etc.
Even when the sound source is only partially obscured by geometry, the value jumps straight from 0 to 1.

I’ve tested multiple collision settings and trace channels, but the behavior is always binary.

My question:
Is this the intended design of FMOD for Unreal occlusion (single line trace → 0 or 1)?
Or should the FMOD integration provide continuous occlusion values by default?

I want to confirm whether the plugin is working correctly, or if continuous occlusion requires implementing a custom solution (e.g., multiple raycasts and setting the parameter manually).

Using FMOD Studio 2.03.10 and UE 5.4 Thanks in advance for clarification!

Hi,

Thank you for sharing the information!

Yes, the behaviour you are seeing (the parameter switching only between 0 and 1) is the intended design of the current FMOD Unreal plugin.

Your setup sounds correct to me.

If you require continuous occlusion values, you might need to implement a custom solution on the Unreal side.

For sound design ideas on enhancing the perception of occlusion, this related post may offer some general ideas: How to create illusion of source occlusion with reverb

Hope this helps!