In general, in a project from the developers of Unreal Engine specifically (Game Animation Sample). I need to understand how to make different sounds for different materials (for example, grass, dirt and concrete) But in this particular project I can’t do it the usual way, because something definitely doesn’t work or the sounds come only from animations. Who knows what logic or what needs to be done to change the sound?
To play different sounds based on different materials in Unreal Engine, you typically use the Physical Materials system. However, if the sounds are coming from animations and the usual method isn’t working, you might need to adapt your approach to fit the specific setup of the project.
- Physical Material Setup: Ensure different physical materials are correctly assigned to surfaces.
- Animation Notifies: Check if animation notifies are correctly placed in the animation sequences.
- Custom AnimNotify Implementation: Ensure custom AnimNotify is correctly detecting the surface type.
- Trace Accuracy: Verify that the trace logic accurately detects the physical material under the character’s feet.
- Sound Cue Assignment: Make sure the correct sound cues are assigned to the respective physical materials.
I’m curious about this as well, the Foley-related events and the metasound nested structure are too complex to know where to add trace logic appropriately.
It’s also worth noting that the existing audio quality of GASP is so high that it’s hard to coexist with the usual downloaded audio clips!