Hello.
We ran into the Issue that we have setup custom SoundClasses in Unreal and the MillicastStream used the Default SoundClass of the VoipManager by Default, so even SoundClass Overrides in the MillicastAuioActor in Unreal Engine weren't used/applied.
We now tried to fix this on our own by referencing a SoundClass* Variable in the InitSoundWave Function in the DefaultAudioComponent.cpp but this is just a workaround, so we would like to ask for a default functionality to somewhere have a exposed UPorperty of a SoundClass where we can set the SoundClass to be used by the stream.