In the test above, the Blue Component has a higher priority than the green component; however when in the listener is positioned where the components overlap, both components submix sends are active instead of the highest priority component only.
I've attracted a video to demonstrate. In the test, each number spoken is in a different location.
1. Launch *AudioQA* in the editor
2. Open the level *AQ_AudioGameplayVolumes* (Content\Levels\Manual\AQ_AudioGameplayVolumes)
3. In the *Outliner* locate the *Priority* folder
4. Select *AudioGameplayVolume_Blue*
5. Select the *AttenuationVolume* component
6. Toggle *Auto Activate* off
7. Select the *SubmixSendVolume* component. This component sends to a Reverb effect.
8. Toggle *Auto Activate* on
9. Select *AudioGameplayVolume_Green*
10. Select the *AttenuationVolume* component
11. Toggle *Auto Activate* off
12. Select the *SubmixSendVolume* component. This component sends to a Delay effect.
13. Toggle *Auto Activate* on
15. Navigate to the *Priority Test* stand.
16. Enter the *outer* box to trigger four audio tracks, each playing a single number (1-4)
17. Position the camera to that is in the overlap of the green and blue boxes (where the black plane is)
Sounds inside the green AttenuationVolume are outside of the higher priority volume and are not effected.
A delay effect is still heard on the sound in the green volume (number 2)
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-159589 in the post.