Sound spatialisation based on character, not player controller?


I just noticed something goofy as I was struggling to get some sound from one of my blueprints: my game is based on a third-person template but with the camera jacked up and rotated to 50 degrees looking down on my character. Sound spatialization doesn’t work in this case because my camera is too far from the sound source.

Are there any settings that can delegate sound spatialization to the position of my character ? As my character approaches the sound, it would increase and fade accordingly.