the quality of the sound is from lack of enough speakers.
then there's the size of the sphere the sound is heard in its too large with the same sound.
i think having a shorter sound time its played might help with figuring out where the sound is coming from.
then you could add in a sound to the character blueprint or static mesh, in unreal, and the sound is louder the closer they come to you. give the sound a small enough sphere size and short enough play time for each footstep that hearing them would be easier. this way the sound clip would always play in the character for each foot step.
and i also don't like that headshots don't kill them and it takes a lot of bullets to kill someone. in csgo one clip takes out most of the other team.