I am trying to get the latest OSP plugin working in Unreal with FMOD, and I set up some of the ambisonic samples like they said in the documentation (placed the node on the audio track not the master, verified that it is going from 4 channels down to 2), but the sound in the Rift doesnt change at all as I turn. Point sources using the normal oculus spatializer work fine, and I can pinpoint their positions accurately with my eyes closed, but the ambisonics seems to be doing nothing but playing a stereo downmix. I tried it with some of the samples with strong directionality like the ones with the nearby stream, and it was clearly headlocked.
Are there any extra steps we need to take? It looks as if the C++ code for the plugin has been removed, so is it true that we no longer manually initialize the plugin in Unreal? What am I missing.
I am using FMOD Studio 1.08.03, UE 4.12.4, and FMODStudio plugin 1.08.07 with OSP 1.1.1.
edit: It seems like it is worse than that, if I add a second point source into my scene, the spatialization breaks down completely. I put one source in front of me, and that plays just fine, then I put a second source behind me and the first source starts cutting in and out, and also sounds like it is coming from behind me. I tried it with a brand new fmod project, where all I did was add two looping mono sounds, replaced the spatializer and return reverb with the oculus variants.
edit2: This is happening even in a new project with fresh build of the latest release UE4 from Git (before 4.14), and the latest download of the FMOD plugin.