Quick answer: Assign a Sound Attenuation asset (or enable Override Attenuation and set a falloff distance) so the ambient emitter spatializes and fades as the listener moves away.
Without an attenuation asset, Unreal plays a sound as UI-style 2D audio everywhere. Adding attenuation with a sensible falloff distance makes the ambient bed localize to its actor.
How to fix it
1. Assign an attenuation asset
Create a Sound Attenuation asset with Enable Volume Attenuation on, set Inner Radius and Falloff Distance, and assign it to the AmbientSound's Attenuation Settings.
2. Or override attenuation inline
On the AudioComponent, check Override Attenuation and configure the falloff distances directly when you do not want a shared asset.
3. Confirm spatialization is on
Make sure Enable Spatialization is checked so the emitter is positioned in 3D and panned/attenuated relative to the listener rather than played flat.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.