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DocsComponent settings

Reference

Component settings

Every property on the Footstep Component.

Grouped the way they appear in the details panel.

Database

SettingDefaultWhat it does
DatabasesemptySearched in order until one matches
Use Project Default DatabasesonAlso search the project settings ones, after these
Preload Assets On Begin PlayonLoads everything in the background at start. Leave this on. A dedicated server only loads the databases.
Preload State FilteremptyOnly preload one branch of states. A parent tag covers everything under it.
Allow Synchronous Database LoadonLets a database load block if a footstep needs one that is not in memory. Databases are small unless their actions pull in heavy assets, and this is what stops the first footstep being dropped.

State

SettingDefaultWhat it does
Current StateemptyReplicated. Set it with Set Footstep State.
Query Owner For StateonAsk the owner through the interface first

Detection

SettingDefaultWhat it does
Surface SourceLine Trace From FootHow the surface is found. See Surfaces.
Use Project Default Trace SettingsonTake the channel and distances from the project settings
Trace ChannelVisibilityAdd your own channel if footsteps should ignore some geometry
Trace Distance60How far below the foot to reach
Trace Start Offset20How far above to start, so a foot slightly sunk into the floor still hits it
Trace ComplexonNeeded for per face physical materials and landscape layers
Target MeshemptyPick the skeletal mesh from the actor's own components. Leave it empty and it works it out: the notify's mesh, else the Character mesh, else the first skeletal mesh. With several Footstep Components on one actor, each mesh's notifies go to the component that picked it.

Playback

SettingDefaultWhat it does
Auto Play SoundonPlay the picked sound
Auto Spawn EffectonSpawn the particle. Cascade only.
Auto Spawn DecalonSpawn the decal
Use Project Default Max Audible DistanceonTake the distance from the project settings
Max Audible Distance5000Footsteps further from every local view are not played. 0 turns culling off.
Use Project Default DebounceonTake the debounce window from the project settings
Min Time Between Footsteps0.08Shortest gap between two steps from the same foot
Attach Sound To MeshoffFollow the character instead of playing at a fixed point. For fast movers. A footstep with no foot bone on the mesh, like one from Trigger Footstep At Location, still plays where it happened.
INFO: Min Time Between Footsteps is tracked per foot, so it never swallows a real left then right step. It exists to stop the double footstep you get when two animations that both carry a notify blend into each other.

Network

Covered in Multiplayer.

Debug

SettingDefaultWhat it does
Draw DebugoffDraw the trace and print what was resolved, for this component only

The console command FootstepSystem.Debug 1 does the same for every component at once, which is usually quicker.

Project settings

Project Settings > Plugins > Footstep System holds the defaults every Use Project Default switch above reads from, plus the default databases and the tags the animation modifier starts with.

SettingDefaultWhat it does
Default DatabasesemptySearched by every component with Use Project Default Databases on
Default Trace ChannelVisibilityChannel for surface traces
Default Trace Distance60How far below the foot to reach
Default Trace Start Offset20How far above the foot to start
Default Max Audible Distance5000Distance culling. 0 turns it off.
Default Min Time Between Footsteps0.08Debounce window, per foot. 0 turns it off.
Default Notify Track NameFootstepsPrefilled on new animation modifiers
Default Left Foot TagemptyPrefills a new modifier's first foot
Default Right Foot TagemptyPrefills a new modifier's second foot
Draw Debug By DefaultoffDebug drawing for every component