Although the native UE4 integration for Audio Occlusion works as intended, it doesn’t seem to address Audio Obstruction, affording binary occlusion by default.
I’ve read that, historically, the geometry engine has handled this sort of thing.
Many posts reference it coming in 1.09 for UE4. Did that ever pan out? Is there any way to leverage the geometry engine, while still using FMOD Studios and UE4? I’d love to be able to supply simplified geo for modelling outputs.
There are solution for this I could implement on the game project side, but I wanted to double check other avenues first.
Thanks in advance!