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. Iām not totally sure, but it seems like if a second āOn Playā event is fired while the wave player is playing a soundwave, before it has fired āOn Finishedā, it will cause the Trigger Repeat to stop firing.
The way Iām 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, Iāll work on updating the tutorial to work with 5.1.
Hello, great tutorial. The Tutorial is not updated yet for 5.1 right? The sound keeps playing and playing
So glad Iām not the only one with issues here. Footsteps keep going. However, I canāt 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 Iām on 5.1 Iām guessing this is the issue.
Oof, should have read these comments before trying to set this system up in 5.4.4. Didnāt have access to both āExecute Trigger Parameterā and āResetā 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.