Unreal's VOIP Talker has a Sound Attenuation asset property that I was able to assign to achieve spatialization, but Oculus' Remote Talker doesn't have this property. How could I achieve spatialization with oculus' remote talker?
That worked, but it has some replication issues; when the client moves, the audio component stays in the same location and isn't properly relocated unless the server moves.I also had to update the branch so it would force it to create a new audio component.