How to solve the situation? For example, I have a sound actor behind a wall. When a player approaches the wall, the sound actor sounds with an LPF in the Sound occlusion settings. Then the wall collapses we hear the sound actor fully. However, if we turn away from sound actor so that he does not get into our after vision, then LPF still works. But it is not necessary after the wall destruction. How to remove the LPF trigger if the sound actor should sounds full range after the destruction of the wall? Only with the Blueprint do the parameter sound occlusion disable? Or it is possible somehow in another way?
Maybe your character collision is blocking the sound?
What do you mean ? I`am begginer on this.