Hi @Ethan.Geller , the solution you suggested works well, only I really don’t love [FONT=courier new]Delays because I’ve seen sometimes [FONT=courier new]PlayerState is replicated after 0.2 seconds, sometimes at 0.4 it has not been replicated yet. At the moment I opted for a continuous polling on the validity of [FONT=courier new]PlayerState with a delay of 0.1 seconds between each check; it is not an optimal solution but is a little more deterministic (sooner or later [FONT=courier new]PlayerState will be valid).
Now, solved that one, we have another related problem…
Do you know why the native spatialization does not work at all with the Oculus subsystem? When we set to use the Oculus subsystem in the DefaultEngine.ini, neither spatialization/attenuation nor the events EventBeginTalking and EventEndTalking work anymore.