
Beschreibung
Footstep System
Support Discord | Documentation
The right footstep for every surface and every way your character moves.
Footstep System picks each footstep from a data asset, by what your character is doing and what it is standing on. Walking on grass and sprinting on metal are just two rows. No Blueprint branches, no sound nodes in your animations, no per surface logic.
Features
One data asset. States and surfaces map to sounds, particles, decals and your own logic.
Notifies placed for you. The animation modifier finds every foot plant, across a whole folder at once.
Tag fallback. One Run entry covers Sprint until you give it its own sound.
Per surface logic. Footstep Actions run Blueprint on one surface only, like a splash on water.
One event for the rest. On Footstep hands you the surface, the impact point and what was stepped on.
Multiplayer ready. Three network modes, and the default sends nothing over the network.
Streams in the background. Sounds and effects load when needed, or preload at start.
Niagara or Cascade. Both fit the same field, and the plugin has no Niagara dependency.
Works where you need it. Custom gravity, landscape layers and several meshes per actor.
See every step. Debug drawing shows the trace, state, surface and match.
Blueprint or C++. Works in Blueprint only projects.
Playable demo. A ready-made level so you can hear it working first.



