Footstep System #
- Before you are going to migrate, make sure that your target project has the correct settings.
- This system used physical surfaces, please do set it up like the following TIP: You can copy paste it from the config file:

Core principles of the footstep system #
Animation Notify #
The footstep system is driven by animation notifies that you can setup in any of your animations. It requires the AN_Footplant to be set up and defines what kind of footstep type it is.

You can apply the FootFXAnimModifier to try and automatically create the notifications.

Landscape Physical Material Output #
- On the auto landscape, you would want to have different physical material outputs and change the footstep sounds based on the surface type. We can use the Landscape Physical Material Output node in our landscape material.
- I connect the result off the blend on heights as a mask. For the beach layer to be outputted as “Sand”:

- And I use the “SlopeMask” from the MF_Slopemask nodes (With a OneMinus). For the snow layer:

- I do a OneMinus for the inverted slope to get the grass instead of the rock slope.

- Also, the trick is to do the following after each change to recalculate the final physical material outputs:
- Clear the layer
- Rebuild Layer Material
- Fill the automaterial layer

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- You can also try to rebuild the level, landscape and Physical Material

- After these steps, you should get the results of the landscape. Note: UE seems to be a bit unstable in this.

Use cases #
Adding footsteps to a new animation #
When you’ve got your animation, you can add a new notify track for your footplant left and right.

After creating the notify tracks you can move along your animation and add the animation notify on the places you want the notify to be excecuted.

