Panning Attenuation - is a Min and Max radius possible?

Hey there, I’m working in Unreal Audio for the first (extensive) time and I’ve got a question about panning. From my understanding of the documentation, it seems that the “Non-spatialized Radius” is the distance at which pan will begin to interpolate from full 3D to full 2D, only reaching full 2D at the sound origin/0 distance from the emitter.

Does this mean that it is not possible to extend the radius of full 2D beyond the exact location of an emitter? Is it also not possible to enforce a minimum amount of 2D bleed? For example, I might have a sound that I want to be fully 2D from 0 to 5 units of distance, and then reduce the 2D bleed from 100% over a distance of 10 units, after which it would maintain 20% 2D bleed indefinitely. See the attached MS paint monstrosity for reference.