Footstep Sound Component | Blueprints
Footstep Sound Component | Blueprints
Footstep Sound Component | Blueprints
Footstep Sound Component | Blueprints
Footstep Sound Component | Blueprints
Footstep Sound Component | Blueprints
Footstep Sound Component | Blueprints
Footstep Sound Component | Blueprints
Footstep Sound Component | Blueprints
Footstep Sound Component | Blueprints Footstep Sound Component | Blueprints Footstep Sound Component | Blueprints Footstep Sound Component | Blueprints Footstep Sound Component | Blueprints Footstep Sound Component | Blueprints Footstep Sound Component | Blueprints Footstep Sound Component | Blueprints Footstep Sound Component | Blueprints

This asset will allow you to add footsteps to your character and sound/particle effects to objects. It's the simplest & easiest way to bring life to your project with the least amount of work.


πŸŽ₯ YouTube Tutorial πŸŽ₯

πŸ’Ώ Demo πŸ’Ώ

πŸ“„ Documentation πŸ“„

πŸ‘Ύ Discord πŸ‘Ύ


πŸŽ₯ Tutorial Integrating With Open World Locomotion System πŸŽ₯



βœ… UE 5.2 update pending reviewβœ… - 5/15/2023



πŸ’­ FAQ πŸ’­

Q: What does this pack come with?

A: By default, this comes with sounds and particles (Cascade & Niagara) for; default, grass, dirt, water, and snow surfaces


Q: How hard is this to use for a beginner?

A: This was made to be the easiest asset possible for adding footsteps & object interactions. Aside from how easy it is to add to your project, there are also customizable fields that allow you to easily swap out particles, check boxes for certain conditions (like not spawning footsteps when walking), and more


Q: How hard is it to add this to my project?

A: It's incredibly easy. You can get this integrated into your project within a minute


πŸ‘£ Footsteps can be added in 3 steps

  1. Add component to character
  2. Add sockets to your character's skeleton (make sure you set local zed axis upward)
  3. Add notify markers to your animation & a word from the animation name to one of the arrays


πŸ“¦ Object audio & vfx can be done in 1 step

  1. Add component to object


Q: Can I use particles & sounds from other packs?

A: Absolutely. The documentation has easy, simple steps showing you how to do it


Q: Can I use animations from other packs?

A: Definitely. You just need to add the notify markers and part of the name of the animation to the specific array you want


Q: How does this all work?

A: I basically built the footstep system to check the name of the animation that's playing. If a word in the name of the animation falls within the array for "walk," or "run," then the respective particle & audio will spawn. The system will then intelligently change the size of the particle. The object system was made so that anything that's not a character will just work out of the box and spawn particles & sounds as it bounces into things


Q: I have a question not listed here.

A: Feel free to contact me through email




*My other asset, The Immersive Template, will have a minimal version of this eventually. It currently contains an inferior prototype of this not built out in a component. This asset will have it's own features added and built upon*

Technical Details

Features:

  • C_FS_Component containing all logic
  • AN_Footstep notify that's added to any animations for footsteps
  • Made to built upon with ease
  • Exposed variables for customization
  • Number of Audio Waves: 63
  • Number of Audio Cues: 10


πŸ“˜ Number of Blueprints: 4 (but 1 is used in a demo level, and the other is a game mode. In reality, it's 2)

Input: Default movement inputs, Sprint (multiplayer replicated), & Pause

Supported Development Platforms: UE5+ (will add UE4 support shortly)

Network Replicated: Yes

Windows: Yes

Mac: Yes

Documentation

Important/Additional Notes: To use niagara particles from other packs, follow the documentation for a few short steps to ensure that your particles adjust in size when walking/running