Reference
Troubleshooting
What to check when footsteps are wrong or missing.
Start here every time:
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FootstepSystem.Debug 1You get a line at every footstep and text saying what was resolved. Green means a surface was hit, red means the trace found nothing. The text reads state | surface | matched, followed by the foot when the notify has a Foot Tag, and turns orange on NO MATCH.
For more detail:
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log LogFootstepSystem VerboseCommon problems
| What you see | What it usually is |
|---|---|
| Nothing at all, no debug drawing | No notify in the animation, or no Footstep Component on the actor |
| Footsteps only on some animations | The other animations have no notifies yet. Run the modifier on the rest. |
| Debug says NO MATCH | The database has no entry for that state and surface. Check the tag spelling. |
Debug says <no state> | Nothing is calling Set Footstep State. See States. |
| Surface is always Default | The floor material has no Physical Material on it. See Surfaces. |
| Wrong surface on a landscape | Trace Complex is off. Landscape layer materials need it. |
| Red trace line | The trace missed. Raise Trace Distance, or check the floor is on the trace channel. |
| First footstep on a surface plays late | Turn on Preload Assets On Begin Play, and check Preload State Filter covers that state |
| Double footstep sound | Raise the debounce, or check the animation does not have two notifies on one frame |
| Warning about a bone not found | The notify's Foot Bone Name does not exist on that mesh. The warning names it, and the footstep still plays from the bottom of the character. |
| Fine alone, silent for other players | The state is not replicating. Use Set Footstep State rather than writing Current State directly. |
| Nothing on a dedicated server | Expected, servers never play audio. If clients get nothing in Server Authoritative mode, set the mesh's Visibility Based Anim Tick Option to Always Tick Pose. |
| Validation says a state is not a registered Gameplay Tag | The tag was renamed or deleted. Pick the current tag for that entry. |
| Warning that a Footstep Action uses a latent node | Take Delay and other latent nodes out of its Entry event. See Footstep Actions. |
| Niagara never appears | Expected. Use a Footstep Action. |
The modifier found no notifies
Check the Output Log. A bone name that does not exist on the skeleton is reported by name.
If the bones are right, raise Ground Threshold. The default of 4 units is tight for animations with vertical drift.
One step is detected as two
Lower Ground Threshold. The foot is leaving and re-entering the contact band.