UE4 Attenuation problems

i am working on a first person shooter game in Unreal Engine 4 (4.17) in C++. I have integrated the FMOD Event in my shooting function using this line:

UFMODBlueprintStatics::PlayEventAtLocation(this, FMODGunshot, GetTransform(), true);

which works fine. I have set a “Distance” parameter and blended two gunshot sounds along with a lowpass, but during gameplay the attenuation range is small, I set the range in FMOD from 1 - 10k and still get same results i have tried to also set it from 300 - 10k and even 1 - 1. The sound attenuation would always remain at the same range and never change no matter what setting I put.

Could anyone help me with this issue? Am I doing something wrong? I am also new to coding and working with FMOD.

We use the same units of measurement in FMOD as UE4 does, 1 unit = 1 meter.

What version on FMOD are you using?
Do you have multiple listeners/players in the map?
Does this only occur in editor or in a built game also?
Have you tested the Event in the Studio Sandbox to see if it behaves correctly?