@ Found another (minor) thing:
- Use Play Sound task with cue that will have attenuation override asset,
- It won’t be played as it’s looking for Editor Viewport location instead of your custom viewport location, (eg. if you are near 0,0,0 at your editor viewport sound will trigger) ( FAudioDevice::CreateComponent )
So basically I need to check Sound2D for those when testing in the timeline and I can forget to set it back to false
Hope you will have some time to investigate it.