float FAttenuationSettings::AttenuationEvalBox(const FTransform& SoundTransform, const FVector ListenerLocation, const float DistanceScale) const { const float DistanceSq = ComputeSquaredDistanceFromBoxToPoint(-AttenuationShapeExtents, AttenuationShapeExtents,SoundTransform.InverseTransformPositionNoScale(ListenerLocation)); if (DistanceSq < FalloffDistance * FalloffDistance) { return AttenuationEval(FMath::Sqrt(DistanceSq), FalloffDistance, DistanceScale); } return 0.f; }