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Getting Started with the Footstep System

  • Migration of the Footstep System
  • Integration of the Footstep System

Fundamentals of the Footstep System

  • Architecture of the Footstep System
  • Core Principles of the Footstep System

Common Use Cases for the Footstep System

  • Adding Footsteps to a New Animation

Misc docs for the Footstep System

  • Videos of the Footstep System
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  • Core Principles of the Footstep System

Core Principles of the Footstep System

< 1 min read

Footstep System #

The footstep system is driven by animation notifies that can be set up 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 #

  1. On the auto landscape, you would want to have different physical material outputs and change the footstep sounds based on the surface type. Use the Landscape Physical Material Output node in the landscape material.
  2. Connect the result of the blend on heights as a mask. For the beach layer, use “Sand”.

3. Use the “SlopeMask” from the MF_Slopemask nodes (with a OneMinus) for the snow layer.

After each change, recalculate the final physical material outputs by clearing the layer, rebuilding the layer material, and filling the automaterial layer. Rebuilding the level landscape and Physical Material may also be necessary.

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  • Footstep System
  • Landscape Physical Material Output
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