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

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!