step 1 open project settings > physics and add a new Surface Type name, create name “MaterialName”
step 2 Duplicate or Create a new physical material, “MaterialName_PM” then open and select the physical material you just created from drop down, “MaterialName” save close
step 3 Duplicate or Create a new Material open then select your physical material from the details panel on the left side (tessellation requires the Tessellated Material Function (Use the Snow Material for reference on how to add)
step 4 in “Blueprints” folder, Duplicate or Create a new Material Type, open it and select the physical material you created and change the name to same name used as the physical material, adjust additional settings as you see fit, save close
step 5 in “Blueprints” folder, open FootprintComponent, on the right hand side “the 4th option” “Footprint Type Classes” Click the + sign and add the class you created, compile and save. (if you can’t find your footprint type in the dropdown save/restart editor)
Step 6 Add Material to your map and test!
*I will make a video for this soon as well -thanks!
Looks very nice seen them on you channel and was wondering when you will release it
Do you think this could be used for car wheels or tanks tracks with some modification?
Thanks BoredEngineer, I have not tried adding it to a vehicle but I think it would be pretty straight forward the main things you would change is triggering the prints based on speed rather than animations. I will look into setting up a demo for vehicles for a future update!
I asked over the marketplace, perhaps you didn’t see there. Let me ask my question here as well, hope to get an answer
““Looks interesting, how do we add these effects to our own materials? Do we have to use the materials that come with the pack or there is an easy way to “transfer” these effects to our own materials?””"
I’m sorry I was not able to respond to your question on marketplace, You can easily transfer the effects to your own materials, you just copy pasta any special stuff in the example materials into your own.
Thanks, so you mean we can “copy-past special stuff” from your materials to our existing materials…so these effects would easily work on our landscape materials that we made for our terrain?
Seems like a great product, however I struggled with making it work on landscapes after I set it up in my MMO, so I ran a clean copy straight out of the box for 4.12 and it also did not work on landscapes, on the original thirdpersoncharacter on a clean install. This is unfortunate. Is this a known issue for 4.12? not being compatible with landscapes, or is there some setting I need to set to make a landscape useable? I checked out the tutorials and video documentation but it seems to be a bit dated. If anyone else has landscapes working out of the box on 4.12 it would be nice to know if its something on my end.
Also, do you suspect any reason that if I plugged this into one of my master material balls that are weight blended, that it would conflict? That’s my next step once functionality is confirmed regular.
Again, landscapes not working out of the box for 4.12, and works perfectly on objects.
Thanks for a great product, and I thank you for your advice ahead of time.
I found just Playing around with the landscape in the sculpt mode anywhere on the Terrain tends to make it work with 4.12, don’t know why but it just worked,
Ha, that’s strange, but let me ask you. Are you using the install that’s available for download right now? or the same local content from before he updated it?
I ask cause I just tried, on my project and on the clean install and that didn’t work for me. =(
Also. I don’t know if it helps, but it would appear that when you first jump off the object and land on the landscape, the first contact with landscape is recognized and leaves stopping footprint, the final one.
UPDATE**** It’s known 4.12.5 issues, again… 4.12.5 has shaped up to be terrible and great. This won’t be an issue in 4.13.
Actually if you increase the 3d kill height in the foot print type (change the hardness temporarily too if necessary), then do weekend warrior’s trick of doing a bit of sculpting, that got landscapes working for me in 4.12.5 if anyone else had the same issue.
Thanks for the tip Weekendwarrior!
Note:
Also, you need to click on the landscape in the pie and look at details panel and choose the default Physical material, unless this is going to be a multi layered ball, height or weight blended (which I’ve done and it works fine, just treat it as any multi layer material but copy over this stuff from the individual material.)
if it is then you choose the default physical material in the layer info files that you created to be able to paint on that layer. (This is in addition to the instructions in the tutorial about adding your own material, where you choose the appropriate physical material inside the actual material on the lower left detail panel.)
There is a minor 4.13 bug in the snow footprint decal material, it’s missing a dynamic Scalar value to control the opacity for fading out decals. its only one node and you can copy from the dirt footprint decal material. or you can just wait for it to be updated in 4.14 which I will try to release on the same day as the engine update if possible.
Also If anyone has any issues or suggestions for the Advanced Footprint Blueprint asset please let me know as I will continue to make updates each patch.
Hey, trying to use this on my own character but the character that’s included doesn’t have any nodes to copy over in the construction script. like in your youtube video. What should I do?