
説明
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A single component that auto-detects skeletal mesh bones and fires line traces from feet based on movement, no anim notifies, no tick-heavy blueprints. It reads physical materials directly, scales to any character count, and eliminates the manual setup bottleneck that kills iteration speed. Drop it in, configure surface responses, and move on.
Stop placing notifies. Start shipping footsteps.
Get started for free:
• Read our documentation on GitBook.
• Join our Discord for community support and discussion.
• Reach out by email for support, purchase concerns, or refund requests.
Footsteps are everywhere in games, but getting them right shouldn't eat your schedule.
Every project needs them, yet most teams end up with fragmented approaches, some lean on animation notifies, others run tick-based line traces inside animation blueprints. Both routes cost you: one balloons your workload across hundreds of animations, the other drains performance and becomes unwieldy as your character count grows. We built something simpler. A single component that traces from the foot and automatically detects the skeletal mesh. Two persistent headaches, handled together.
Set it up once, move on to what matters.
The real pain hits when you're managing hundreds of animations across dozens of character classes and assets. Notifies multiply. Time vanishes. Our approach is different: add the component, point it at your character mesh, and let your physical materials and chosen settings drive the rest. No notify-per-animation maintenance. No performance tax from blueprint event ticking.
We made this because we needed it.
Early projects taught us how much friction traditional footstep systems create, anim notifies that scatter across your animation library, trace logic that bloats and slows. We wanted a pattern that would hold up whether we were shipping something small or building out a larger world. Once we saw it work consistently across every scale we touched, releasing it for other developers felt like the obvious next step.
Footsteps show up in nearly every game, but implementation is rarely consistent. Anim notifies and tick-based line traces both fall apart at scale, one eats your time, the other eats your frame budget. Our system mixes per-foot line tracing with automatic skeletal mesh detection through a single component. Two problems, one clean solution.
Add it. Track the mesh. Done.
• Automatic Detection, No manual notifies needed; the component finds your skeletal mesh and starts tracking immediately
• Physical Material Driven, Footstep responses hook straight into your existing surface materials
• Performance First, No tick-based overhead bogging down your animation blueprints
• Scales to Any Project, Works whether you're building a small prototype or shipping a hundred-character roster
If you run into issues or need help getting set up, reach out and we'll get you sorted.


