when I play any sound effect as a audio component it doesn’t get spatialized. It has the same volume, regardless of the distance to the player. It’s also played with same volume on both channels.
I have exactly the same problem, if you find a solution, I listen. I’m searching for another way, maybe by spawning a sound cue or something like this. But spatialization of an audio component would be very preferable u_u
Check “Override Attenuation” in the details, juste under “allow spatialization”.
Then modify the radius and the falloff distance in the “attenuation override” list. I put 200 in Radius and 1000 in Falloff Distance for some spark in my level and it works well. You can play with this two charateristics.
I think your main problem is that you are using Play in Editor (PIE). I have noticed that in PIE if you are running two clients only the windowed client’s location is used for the audio component. In other words, every client is using the same position of the audio component for one of the clients for every sound. So if one of your characters walks near a spatialized sound then it will play as if the location of the audio component was at the other client’s location. I spent nearly two hours trying to figure out why spatialization was not working for me in PIE with two clients. Now I know. I hope this helps! (: