Recommended Community Tutorial: Creating first person footfalls with MetaSounds

A simple example of how to make footfalls for a first person character using MetaSounds

https://dev.epicgames.com/community/learning/recommended-community-tutorial/WzJ/creating-first-person-footfalls-with-metasounds

This does not work in UE5.1?

This does not seem to work in Unreal 5.1. I’m not totally sure, but it seems like if a second ā€œOn Playā€ event is fired while the wave player is playing a soundwave, before it has fired ā€œOn Finishedā€, it will cause the Trigger Repeat to stop firing.

The way I’m getting around this is to add a second Branch check after the first in the FirstPersonController, which checks if the Footfalls audio component Is Playing. If it is, it dumps the exec; if it is not, it forwards the exec to the Do Once.

Not the most elegant solution. If someone finds a way to handle that with some trigger/gate setup in the metasound source, please let me know!

@SollusPRIME @gewly Thanks for bringing this to my attention. My plate is pretty full right now, but sometime in the next few weeks, I’ll work on updating the tutorial to work with 5.1.

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Hello, great tutorial. The Tutorial is not updated yet for 5.1 right? The sound keeps playing and playing

So glad I’m not the only one with issues here. Footsteps keep going. However, I can’t seem to figure out how to create the custom On Stop Trigger or to reference it in the blueprints. Like the last screen shot in the tutorial. Since I’m on 5.1 I’m guessing this is the issue.

Oof, should have read these comments before trying to set this system up in 5.4.4. Didn’t have access to both ā€˜Execute Trigger Parameter’ and ā€˜Reset’ nodes in the final step. Tested anyway without the two to see what would happen: Footsteps play automatically without stopping. Not really sure what to do next. I know this tutorial is a couple years old but would be nice to have a little more guidance if possible. Thanks.