Audio Attenuation and Networking

I’m having trouble getting sound attenuation working in my networked game (using blueprints). Some Background:

I’ve created an AttenuationSettings UASSET, set to attenuate, spatialize, Attenuation Linear, Sphere shape, appropriate radii. I’ve also created an audio cue for each of the sounds and set the attenuation settings on these cues to point to my uasset. I’m playing the sounds using PlaySoundAtLocation replicated from the server to all clients.

Now what I assumed would happen is Play Sound At Location would center the attenuation shape at the location provided and play the sounds appropriately. Instead, it appears that the attenuation shape is always centered on the last client to connect (with 4 players it always client 3, 2 is client 1 etc), and so sounds played by other players won’t be heard unless they are close to this client.

Things I’ve tried:
I’ve tried setting the attenuation settings on the Play Sound At Location node with the same results.
I’ve verified that the location being passed to the play sound node is appropriate for each client

Things I haven’t tried:
I don’t know how clients disconnecting and reconnecting effects the issue, as I’ve only been testing with multiple clients on my own PC.

Any thoughts?