Quick answer: Call SetAudioListenerOverride to attach the listener to the desired component (e.g. the pawn), and clear it with ClearAudioListenerOverride when you want the default.

In your third-person game sounds pan as if your ears are at the camera, not the character. Unreal anchors the listener to the camera unless you override it.

How to fix it

1. Override the listener

Call PlayerController->SetAudioListenerOverride(component, location, rotation) to bind the listener to the pawn or another component.

2. Clear it when done

Use ClearAudioListenerOverride() to return to the default camera-based listener when you switch perspectives.

3. Pick listener vs attenuation origin

Remember spatialization is computed from the listener; if both camera and pawn matter, choose the one players hear from and override consistently.

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.