I previously posted a question about why the sound occlusion wasn’t working, and it seems it was because there were some changes and eventually fixes on the latest version but now there’s another issue.
To make this work I had to do this:
According to the API documentation for UE4, setting the Occlusion property and adding on the master the LPF should be enough, but instead I had to do this work around. Now the problem is that I tested that on a level in which I have a little room, I placed the event so whenever I go out the room, the occlusion performs as expected like shown in the image below:
This test works but, when I used, the same event on the actual level, there are no collisions between the character and the event and I use the same setting as you can see in the image of the test map, the occlusion starts to work immediately cutting the frequencies to whichever value I set. This is how it looks on the actual level:
I changed the options on the Occlusion Trace Channel to Camera, Character and the default which is Visibility, the one used on the test map, none of them worked, they did the same. I’ll really appreciate the help you guys can provide on this because I don’t know if I’m missing something, I didn’t understand the way it should work or what I’m doing wrong.