[4.7.6] Android - AudioComponent not playing from arbitrary seek position

I am currently working on an Android game with an audio focus, and one of the gameplay elements requires the pausing, seeking and playing of various music tracks live. I currently handle this by programmatically creating an AudioComponent supplied with the soundwave of the music track I’m currently using and use UAudioComponent::Stop() followed by UAudioComponent::Play(float StartTime) to seek the track. On PC, this works as expected, but the Android audio engine appears to ignore the StartTime property and just starts the track from the beginning.

I’m wondering if there is any other way to handle this feature. The music does not require any special effects or 3D positioning, it just needs to be played and seeked as appropriate. I also need to be able to play any supplied USoundWave (Or, if possible, stream an external ogg file). As I have discovered, APlayerController::SetPause() correctly handles the pausing and resuming of the audio tracks, so if there is a method here I can exploit that would be fantastic.

Thanks,