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Dynamic Footstep System

Games By Hyper - Blueprints - May 27, 2021

Advanced Dynamic Footstep system with physical surface based sounds, particle effects and footprint decals on: Sand, Grass, Rock, Snow, Water, Wood And Misc.

  • Supported Platforms
  • Supported Engine Versions
    4.20 - 4.27, 5.0
  • Download Type
    Complete Project
    This product contains a full Unreal Engine project folder, complete with Config files, Content files and .uproject file, which can be used as a template to create a new project.

Support and community:

Join the HyperReuts gaming and development Discord Channel for generic chat and support! Would love to speak to you there.

Videos:

Overview video


Suggested combinations:



Advanced Dynamic Footstep System

The system is based on physical surface materials. Therefore It is easy to integrate with any project or landscape. You only need to drag and drop the premade physical materials to the object.

All logic is triggered by an animation notify within the animations. 

Each anim notify will excecute the logic within the BP_Component_Footsteps

This component is attached within the character.

The most common surfaces are premade ad included in this project:

  • Sand
  • Grass
  • Stone
  • Snow
  • Wood
  • Water
  • And a default surface layer for fallback if none is specified.
  • An example cloth/fabric area to test out for adding your own sounds with instructions on how to

Footstep logic:

The footstep logic is based on several states: 

  • Running/Jumping and Landing. 
  • Each state can spawn a different sound. 
  • For instance, landing in water gives a big splash, while walking is a small splash

Surface Type Switch

  • The footstep sounds switches automatically on surface type. 
  • The surface types can be edited in the project config.
  • To assign a surface type, assign a physical material to the object.

Footstep effects (Particles and footprints)

This system includes footstep effects. For instance, you want to leave footprints in snow and on the beach or have small dust particles near on movement.

Walking on sand

Leaves a trail with decals

Spawns small dust particle in sand color

Walking on grass

Spawns particle with dirt color

Walking on stone

Spawns small dust particle

Walking on snow

Leaves a trail with decals

Spawns particle with little snow dots and small white dust

Walking on wood

Spawns dust particle

Walking in water

Smooth ripple effects

Spawns splash particle



Puddle/Wet footsteps logic:

Your character can walk in the rain/or is wet from just out of water. Therefore the character can switch a Boolean to play water splash sounds with just a simple switch!

An example wet area is includes which enables footstep splash sounds together with their original surface sounds..

This can be triggered when the character is wet, walking in puddles or any other events.

The volume can be set in the BP_Component_Footsteps.

The splash sound can be disabled via the character event "Event enable footstep splash sound"

A weather system can be used for making the surfaces wet.



Cave Ambiance

A lot of games include case systems. You want the sounds within that cave have a special effect. Especially the footsteps.

A Cave Reverb Effect is included. This area has ambient cave sounds and a reverb effect for cave systems. You can hear the echo of the sounds.



Character logic:

Sprint, Run, Walk and Idle are included

Switch between Run and walk with Tab

Sprint with left shift.

Technical Details

Features:

  • Advanced Footstep logic based on Physical surface type
  • Puddle/Wet footsteps logic:
  • Cave Ambiance
  • Character logic for walking, running and sprinting
  • Footstep effects (Particles and footprints and water ripple effects)
  • Fully replicated!
  • 29 unique sound waves
  • 13 materials
  • 34 textures

Number of Blueprints: 6

Network Replicated: Yes!

Documentation: Heavily commented blueprints and examples. Also an overview map with documentation. Besides that an active Discord community with one on one contact with the developer (That is me, Eric)

Important/Additional Notes: Some Epic games content used for example such as: water plane and thirdperson char.