Set Audio Listener Attenuation Override doesn't work for FMOD+UE5.6

Hi,

Thank you for sharing the information!

This is a known limitation and is the same issue discussed here:

FMOD currently uses a single listener position in Unreal, so separating attenuation and spatialization like Unreal’s listener attenuation override isn’t supported.

We already have an internal backlog item tracking this, and for now the recommended workaround is to control attenuation per event (for example via FMODAttenuationDetails or parameters).