How would I go about making a simple footstep system in Unreal Engine 5 that is not dynamic (just normal footsteps sounds no matter what material you're on)

Hi, how would I go about making a “simple” footstep system in unreal engine 5 that just plays footsteps sounds when walking on any material, I’ve tried putting the sounds in AnipBP, but it does not work. I have tried many ways, and yes this is for the First Person Character.

If you know how let me know, Thank you.

the usual way would be using AnimNotifys to call a function and play the sound

but if you want a very simple system you could use something like the bIsMoving and play the sound → delay (0.5) → repeat

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The easiest way would be to add the sound directly in the animation asset with “PlaySound” notify.

The method @Auran131 explained is the natural extension when you decide to change the sound depending on the material.

Keep in mid that you can create your own notify types which can do whatever you want.

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Alright, thanks, but I’d like to ask I’ve did this method before,

with a sound cue/sound wave on each L & R Foot plant in the Animation editor, but the sound does not play when walking or running.

You have to make the animation notify but als you need to actually code that event and call the sound there. The animation notify is just the call-out as it’s tied to the animation track; there is no code in that marker in and of itself so it wouldn’t know what to do vs just-fire-off.

eg:

Hmm, that’s better than the solution I made for myself I made it more complicated than it needed to be, Also where are you putting this “Footsteps” code at?
BP_FirstPersonCharacter or in a Animation Blueprint?

So the notify-event is called locally in the animation blueprint (ABP) and it just pings a Blueprint Interface (BPI) back on the actual character. I do this so that the ABP can be swapped out against different characters (abstraction) and all the footstep needs to ‘know’ what to do is call back to the thing it’s attached to to play the footstep sound. The particular sound played is defined on the character/critter so I can define humans, orcs, etc, etc. The ABP never has to know what the thing that called it is in any way, just how to say ‘play a footstep’.

The little gear icon on the top-right of the red node tells you this event is called from a BPI. It’s one method, the arrow on the right, calling into another method, the gear/arrow on the left, so you can tell it’s a remote-method.

It seems in the later versions of unreal, you can directly play a sound from the notify-graph?

My example is from an oooold character, but the method is still valid. Unsure the new playing-sound directly offers any flexibility vs a specific sound, but my method at least ensures you can always proc a custom-profile.

Try this if you want a walkthru: https://www.youtube.com/watch?v=P-wbqMKFClk

Otherwise there are MANY ways to leverage those animation notifies: youtube footstep effects unreal at DuckDuckGo Since they just-fire-an-event, you can have them trigger anything, like particle-systems for clouds, ripples in water, etc, etc

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keep in mind if you do it this way you have to do it for every animation, walk, run, crouch maybe etc