I am creating an ambient audio source on begin play of a pawn. I am piping a procedural sound wave to the audio component. I am updating the location of the component to the pawns location using SetWorldLocationAndRotation on tick. However, the audio always appears to play from the location at which it was spawned instead of the updated location. Am I not understanding something here?
I was running into the same issue as this user : https://forums.unrealengine.com/development-discussion/c-gameplay-programming/122494-c-newobject-spawned-audio-component-will-not-update-its-location-while-active , forgetting to register the component.