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It's not sustainable to put things on character. I would recommend adding two interface:
Let It might need a Another way might be sending out footsteps event, and let listener handle it. (Messaging / Event based) |
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Hey, Looks like you want a context based footstep solution without referencing assets directly from animations. Here is how I handle this: https://www.yuewu.dev/en/wiki/OSmcu3XpzAiAae6GxFlSq I will convert the character's state into tags, and play vfx/sfx based on tags selection. |
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Hi, all the footstep logic is inside the notify called UAlsAnimNotify_FootstepEffects, and as you mentioned, it’s not just sounds, since it also covers SFX, VFX, and decals. I would recommend the following: based on the logic of that notify, create your own to implement the behavior you need for your game. In this notify, there are many examples of how @Sixze uses data assets to keep information easily editable. Notifies are a very powerful tool, and I think this is the right path for what you’re aiming for. Now, the issue is that if you’re not very comfortable with C++, it’s going to be difficult to achieve a more customizable result for your game. If you can provide more detail on your intended gameplay behavior, I can assist with designing and implementing the new notify |
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Hey there! Took more time than I thought but I now have a POC of how my things work. Still using the little hack I proposed, but for the rest I have what's needed to make things sound the way I want. https://www.youtube.com/watch?v=BboIjeA0R9s So in short, what I have is:
I am trying interpolating footstep layers sounds between similar surfaces for fun. Now, to me this is working (sounding) pretty great! Samples are absolutely temporary, this is more the implementation than the actual final mix, as the master material in the project is still a placeholder. |
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I am trying to understand what is a good way to add character-relative sounds to my characters' footsteps.
Unless I am missing something, I understand that the FES data asset that is referenced in the footstep notify is the only config available for footsteps sounds. I am finding it hard to override that programmatically in a clean way, to do things like playing different sounds based on the character state (e.g. I equip an armor and I want to add chain mail ringing to my footsteps instead of cloth movement).
I understand the FES data asset is about more than just sound, I am starting with this example to better give the idea of what I'd like to achieve (and I am a sound designer, heh).
In the following pull request draft (I couldn't think of a neater way to show my idea) I trigger an implementable function from the notify to the character owning the mesh playing the notify. This way I can grab the rest of my inventory sounds configs and play them at will.
#643
Is this the best way (with code sorted out in a better way, of course) or did I really miss something and there already is something that allows for footsteps to be more detailed based on character, without having to package redirect or intercept the notify at runtime?
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