I am using UnrealEngine4 Wwise integration. v 6524.
Reflect appears to calculate reflections only for emitters that are in the same room as the listener.
This creates a discontinuity when the listener crosses a portal boundary into/out of a room containing the emitter. It creates significant audible artifacts.
Is there a way to mitigate this? (e.g. blend/fader in Reflection sounds, or better, calculate reflections everywhere)?