Essentially the topic.
I'm using Wwise 2017.1.0, and Unreal Engine 4.15.0. When running my sandbox area, if an emitter gets occluded by, say, a small box in between the emitter and the camera, the voice drops to nearly -inf, and the voice LPF reads 96%-ish . profiler. How can I get Unreal to send the proper occlusion/obstruction values to Wwise for proper playback?