I’m in the process of converting a footsteps sound cue class over to metasounds and I cannot figure out how to switch players/wave asset arrays based on the surface type parameter (input).
Every footstep demo I’ve seen using Metasounds does a single MS Source for each surface type (phys Mat). This doesn’t seem the right way to go.
At a minimum I’d like to group physical materials (surface types) to a MS file. So I do need a way to switch between the waves based on an input parameter.
e.g. Ground (8+), Metals(4+), Woods(4+), Concrete/Pavement(4+), Water…etc
Any help is greatly appreciated.
you can do it in one graph. expose an int input (surface index from the physical material lookup) and drive a Switch/Select on it to pick the wave array entry, or push the wave asset itself with a wave input. grouping just means mapping several phys mats to the same int before you send it, do that in BP with a map or a switch. from BP its Set Int Parameter with the matching input name, fire it from the footstep notify.
Expose MetaSound Parameters To Blueprint, a MetaSound parameter plugin for Unreal Engine 5, wraps that as clean BP nodes: SetInt for the switch path, SetWave if you want to swap the asset directly: Expose MetaSound Parameters To Blueprint. on sale ($10.36).