The BFS Foley System is a fully modular Unreal Engine plugin that brings footstep and cloth sound playback to life — automatically and without a single line of code. Designed for sound designers and animators, it combines animation-driven motion detection, Gameplay Tags, and MetaSounds to deliver dynamic Foley in real-time.
Built on a structured Data Assets and tag-based framework, it offers a zero-code import workflow where WAV filenames define their own metadata, letting you focus on creativity, not setup.
It is built for sound designers and animators to work seamlessly in UE5 using a structured set of Data Assets and a zero-code asset import workflow.
Watch BFS Foley System in a minute
Features
Realtime Footsteps & Cloth: Sounds are triggered by actual character movement and bone activity — no notifies or scripting required.
MetaSound-Based Playback: Every sound plays through a generated MetaSound patch, supporting amplitude modulation, pitch variation, and seamless looping for cloth.
Tag-Driven Architecture: Materials, footwear, fabrics, step types, and speeds are all resolved via Gameplay Tags, making the system easy to expand and customize.
Heel/Toe Contacts: Separate traces for heel and toe deliver high-fidelity realism, controlled via a bone trace asset.
Outfit-Based Mapping: Each character’s outfit determines which sounds are active, enabling contextual audio that adapts dynamically.
Plug & Play Setup: Comes with ready-to-use templates, MetaSounds, DataAssets, and tag hierarchies — all pre-wired for immediate use.
How It Works
Drop in WAVs using the strict FOL+FS+... or FOL+CL+... filename format.
The system parses metadata and auto-generates DataTable rows.
Corresponding MetaSounds are assigned and configured.
At runtime, motion and animation drive sound playback via the UBFSComponent — fully automated, fully tag-based.
FOR DETAILED DOCUMENTATION VISIT THE WIKI.