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Introduction

What the plugin does and what it leaves to you.

Footstep System plays footsteps based on two things: the state your character is in, and the surface it is standing on.

Walking on grass and sprinting on metal are two rows in a data asset. You fill the rows in, and the plugin does the rest.

What it does

  • Looks footsteps up in a Footstep Database asset by state and surface.
  • Finds where each foot lands in your animations and places the notifies for you.
  • Fires an On Footstep event with everything it worked out, so you can add your own logic.
  • Lets you attach Footstep Actions to a single surface, written entirely in Blueprint.
  • Works in multiplayer, and the default mode sends nothing over the network.
  • Comes with a playable demo level, so you can hear it working before you touch your own character.

What it does not do

  • It does not ship any states for your game. States are Gameplay Tags you write yourself, so the plugin never assumes what a walk or a sprint means in your game.
  • It does not ship any surfaces. Those come from your own physics settings.
  • It does not ship sounds or effects for your game. It plays yours. The demo's own tags and sounds are only used by the demo.

The six pieces

PieceWhat it is
Footstep notifySits on the animation frame where a foot lands. Says which foot, nothing else.
Footstep ComponentGoes on your character. Does the work.
StateA Gameplay Tag you author, like walking or sprinting.
SurfaceA Physical Surface, found by tracing down from the foot.
Footstep DatabaseThe asset that maps state and surface to sounds.
Footstep ActionOptional Blueprint logic that runs on one state and surface.

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