Quick answer: Call SetAudioListenerOverride to position the listener at the camera (or an interpolated point between camera and pawn), and clear it with ClearAudioListenerOverride when done.
In third-person, hearing from the pawn while seeing from a distant camera feels wrong. Overriding the listener transform to the camera aligns audio panning and falloff with the view.
How to fix it
1. Override the listener transform
Call PlayerController->SetAudioListenerOverride(Component, Location, Rotation) each frame to place the listener at the camera, so panning matches the on-screen viewpoint.
2. Consider a blended position
For a balance between camera framing and pawn realism, set the listener partway between the camera and the pawn so distant sources are not unrealistically quiet.
3. Clear the override on view change
Call ClearAudioListenerOverride() when switching to a first-person view or cutscene so the listener returns to the default view target.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.