Quick answer: Make the door's collision respond to the occlusion trace channel, lower the Occlusion Interval so traces re-run, and confirm the door mesh is not set to Movable-but-no-collision.
Occlusion is recomputed by periodic line traces from the listener to the source. If the door does not block that trace channel, opening it changes nothing. Fixing the collision response makes it respond.
How to fix it
1. Block the occlusion trace channel
In the Sound Attenuation asset, note the Occlusion Trace Channel (default Visibility). Set the door's collision to Block that channel so the trace actually hits the door when it is closed.
2. Lower the occlusion interval
Reduce Occlusion Interval (seconds between traces) so the muffling re-evaluates quickly after the door state changes instead of lagging by a second or more.
3. Check movable collision
Ensure the door is Movable with collision enabled. A door with collision disabled for performance will never register in the line trace regardless of its visual state.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.