You step off concrete onto wet cobble. The sound changes. You didn't wire it.
A framework, not an asset pack — the layered movement audio that makes AAA games feel grounded, in one C++ component for UE5. Pairs with any Fab audio or footstep VFX pack you already own.
C++ Native | Hybrid GAS Replication | Built on Epic's Game Animation Sample | UE 5.7+
You walk out of the temple onto stone. A dust puff catches the light, somewhere an AI hears you. You break into a run — chainmail catches up on the next stride, because you swapped armor three minutes ago and the next footstep was the next time it mattered. The path turns uphill. By the top your breath is shorter than at the bottom, not because a timer said so, but because the exertion accumulator was listening to your walk → run → sprint the whole climb. You step into the cave. The echo swallows you.
Eight surfaces, runtime gear layers, three breath trigger types, eleven reverb rooms. Red Dead 2, Ghost of Tsushima, Black Myth: Wukong — the register those games chase, one component you drop on a pawn.
"The Foley-related events and the metasound nested structure are too complex to know where to add trace logic appropriately." — IOchair, Epic Developer Forum, October 2024
Yeah. We fixed that.
Every UE dev hits the same wall: MetaSound nesting, per-foot traces, runtime equipment layering, GAS replication that doesn't drop on remote peers. Each piece is documented somewhere. Assembling them without losing a week isn't. We hit every one and shipped the scars as code.
FoleyComponent->TriggerFoleyEventForFeet(MeshComp, Tag, {TEXT("foot_l"), TEXT("foot_r")});
Learn More: insodimension.com/products/agentic-foley
Documentation: https://www.insodimension.com/docs/agentic-foley
Join Discord: discord.gg/6bS3hJvNC4
Sample project (GASP pre-wired, runs out of the box): insodimension.com/products/agentic-foley#sample
What's in the box
Layered surface footsteps — Per-foot physical material trace → per-surface MetaSound preset → matching dust puff → AI perception noise. One AnimNotify on the contact frame. 8 starter surfaces (Concrete, Mud, Snow, Gravel, Wet Stone, Wood, Metal, Simple).
Runtime gear layers — Three slots (Armor, Gear, Extra). SetSlotBank(Armor, AB_PlateMail) and the next footstep layers in chainmail. Drop the armor, it goes silent. Custom MetaSound data type + node.
Breath that reacts, doesn't tick — Three trigger types: GAS attribute (Health < 25% → injured breathing), foley-event accumulator (walk → run → sprint until gasping), AnimInstance reflection that polls any FGameplayTag property by name.
Footprints, trails, dust puffs — RT-deformed canvas stamping with per-foot texture overrides. Asymmetric boots, paw prints, quadrupeds — no code.
Reverb volumes with a dropdown — 11 room presets (Temple, Palace, Cave, Forest, Stone Room, Market, Corridor, Battlefield, Mountain, Bunker, Custom). Ships a Sound Class with ambient volumes + reverb send wired.
Hybrid GAS multiplayer — GameplayCue when the pawn has an ASC (free relevance filtering), NetMulticast fallback when it doesn't. Tested in 2P PIE.
Built on GASP — Works with stock GASP, GASPALS, Ultimate GASP, and GASP-SS. 10-minute setup.
Content — bring your own
We ship a framework, not a sound pack. Only sample breathing SFX and armor-layer wavs are bundled — enough to hear the system working out of the box. Everything else (footstep waves, dust Niagara, surface SFX) comes from your favorite Fab audio / footstep VFX pack, or from the awesome Fab creators we link in the docs. Pairs cleanly with Epic's free Essential Footsteps, Epic's free Niagara samples, and every paid footstep pack we've tested. No proprietary content lock-in.
Requirements
UE 5.7+ · GameplayAbilities, Niagara, MetaSound (engine) · Physical surface types defined · GASP recommended, not required