I think I have found an alternative solution:
This works in BeguinPlay()
Audio = UGameplayStatics::SpawnSoundAtLocation
(
World,
Sound,
Location,
Rotation,
Volume,
PitchMultiplier,
StartTime,
nullptr,
nullptr,
false
);
Then apply the attenuation when I need to play.
Audio->AdjustAttenuation(AttenuationSettings->Attenuation);
Audio->Play();
But I have not been able to verify if it really works because "au.Debug.SoloAudio"
is not working either.
Ok I think it works (finally)…
I Hate The Software Development Life Cycle… Especially when instead of fixing things they break them.