Despite the usage of the same ToOVRVector as GearVR, the coordinate transformation from UE4 coordinates to Oculus coordinates appears to have the z-axis reversed. This results in sounds being slightly filtered in the front vs the back. The effect is noticable with samples that have high-frequency sounds. Oculus performs a filter on sounds that are "behind" the listener, not in-front.

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ComponentUE - Audio
Affects Versions4.10
Target Fix4.11
Fix Commit2837090
Main Commit2839496
Release Commit2837090
CreatedJan 16, 2016
ResolvedMar 14, 2016
UpdatedApr 27, 2018