Hey there! I try to make Footstep Sound System in UE5 that depends on which material FPS character is moved. First of all I made simple default footstep sound like here: First Person Footsteps | No Mesh Or Animations - Unreal Engine 4 Tutorial. And it does work in UE5 but when I tried this in the same project: Dynamic Footstep System In First Person - It doesn’t work at all. I’ve done all literally like in both videos, changed Z value in different ways in vector subtract, checked once again all this chains but 1st case works and 2nd doesn’t.
I’m sorry this doesn’t address how you are presently implementing Footfalls, but this tutorial plus the previous one it links to at the beginning, tells how to use MetaSounds and AnimNotifies with the physics surface system to do Footsteps/Footfalls. I implemented it and it works great.
As mentioned, it links to another tutorial that should be done first since it lays the groundwork for continuing into this one.
It is an effective way to implement footfalls for UE 5.0. I did it for Player Character and AI Characters. It does everything within the AnimBlueprint and a couple of other assets you set up. No need to do it in the Character BP. It does depend on having a first person skeleton that has feet and walking/running animations.
@eagletree Hey thank you mate for this tutorial! Now all goes well, I can’t describe how thankful I am. But this tutorial is missing one important step (it’s for people who will search solutions): DON’T FORGET to set your Physical Materials in Materials itself!
Find folder with materials (mine is StarterContent/Materials) > Go to “M_Ground_Grass” for example > “Details” window on the left-bottom > Physical Material > Phys Material > Choose “PM_Grass” > APPLY AND SAVE. Repeat this step for the other materials.