Audio Gameplay Volume Proxy

Hi, I’m looking for some help on the new Audio Gameplay Volume system.

I am trying to implement an Audio Gameplay Volume Proxy via a Blueprint Actor in a multiplayer game to attenuate volumes based on the players map position. I am using the Audio Gameplay Condition Interface and the Condition Met function for the logic. I can get this to work for static sounds, like ambient sounds, but it doesn’t seem to work for any other sound, like sounds attached to actors that move around the level. There doesn’t seem to be much documentation on implementing this feature, am I doing something wrong or is it a bug?

Thanks

Hello
I would like to know how I made the gamplay volume audio work that way.
I’m trying to achieve something similar and I don’t have those results.
Thank you