I understand the UE4 integration is young, but I was wondering what the best method is for handling reverb areas (known as reverb volumes in vanilla UE4). The only method I can think of is to trigger a mixer snapshot event to change the reverb effects based on location. This, however would be dependent on listener (player) position rather than the source position. Is there a best practice for handling reverb based on source position, perhaps by re-routing an event to a different aux bus?
Secondly- are there any plans to integrate the passing of obstruction/occlusion values in the UE4 integration?