Spatialized audio is completely silent when back is to the source.

Even better than fixing this with a kind of sound hack, I would like to assume that with Oculus having licensed RealSpace 3D audio (as announced at connect) that this will find it’s way into UE4 at some point? If so that will be the problem well and truly solved I guess (as the above method I mentioned is hardly ideal but better than silence).

thanks