Hello,
I am having an issue with having an ambient sound in UE4 update with Wwise positioning data. When I update an event's position data in Wwise (such as 2d/3d or attenuation distance), this update does not occur within UE. The SoundFrame sphere does update in realtime as the integration doc said it should, however when playtesting, there is no change to the attenuation (and in fact, in the ambient event area of the Wwise UE4 demo, the sphere created with Blueprint that grabs the MaxAttenuation value of the event also does not change). I've tried every manner of generating, deleting, recreating and refreshing soundbanks I can think of. I've also deleted and rebuilt the ambient events from scratch to no avail. Is there something simple that I'm missing? Thank you!