Using Ambient Audio with Spacial Attentuation on the main level, the audio plays as the player moves into the sphere of influence fall off area and then fades out as the player moves away, this repeats as the player enters and leave, simple and all good.
However if I place the same Audio component inside a blueprint, it only seems to play if the player is already within the fall off sphere but does not restart if the player leaves that sphere and then reenters it, like it does directly on the main level.
Ultimately, if you imagine a boomerang as an example, there is audio attached to it and it gets quieter as it goes away when thrown and gets louder as it comes back. What would be best audio play option be for this scenario?
Thanks in advance.