Hello!
We are using Spatial Audio with Unreal 5, but would like some more control over how Spatial Audio Volumes play their associated AK Events. I've tried to build a custom BP Actor using all the same components as a Spatial Audio Volume, but the Reflector Set portion doesn't work. I assume this is because we can place a brush component in a BP and there's no raycasting happening.
Is doing something like this possible? If not, any recommendations for controlling the playback of these loops in our levels? If a map has dozens of these, we'd like to avoid having tons of virtual voices active.
Thanks!