Awesome tutorial! Was just thinking about adding this to my game yesterday, even recorded sound effects for wood in my room a few hours ago 😂 Perfect timing!
It's also pretty accurate because, it's all handled in the animation itself as the footsteps are taken. Nice tutorial. I actually like this. Not many persons handle it in the animation which is annoying.
You can probably make that system following the same steps in the video but put the notify on the attack animations instead of the running anims, or for just object on object the same steps but use a different kind of trace (based on the object shape but slightly bigger) on overlap events instead of anim notifies. To have the sound not continuously playing when an object is on the ground, just plug in a do once before the play sound and have it reset when the overlap ends. For the sparks or decals you can just throw in the "activate/deactivate Niagara effect" or "spawn decal at location" after the play sound, spawning at the impact point of the hit result. Hope this was helpful but if I'm off on something here or there's a better, more efficient way to do it, I encourage the UE "Mattster" here to correct me. 👋 Edit: I just remembered there's a free plugin on the UE marketplace called "Melee Trace" for running traces in the shape of weapons for this kind of situation. 👍
Hi Matt! I had a question: Instead of a loading screen I really wanted to make a loading ROOM, like in Assassin’s Creed. I tried doing the following: My main menu has a blueprint interface that sends the info to the Loading Level (its Level Blueprint), which is then supposed to Async Load Asset and Open Level based on that event, but that doesn’t seem to work. I think it’s because the event can’t be called, since the Loading Level’s Blueprint doesn’t seem to take variables from the blueprint interface until after it’s been loaded. To clarify: I want to go from Main Menu --> Loading Room --> The level I want to load. How do I do it? Any help is much appreciated!
Is there a way to detect when the player lands? I set it up in my animation blueprint but for some reason when the player is landing it doesn't make a sound
@@Rehd66 I'm aware. I set it up in the landing animation and it didn't work. It worked for my running animation and my walking animation, not my landing animation. For some reason, it would do the raycast when it landed. I had to set up a whole different system to make it work.
what about if my game doesn't use a player model and / or the player character doesnt use animations, and / or theres multiple movement modes like sprinting, crouching etc? i tried implementing that but it has weird behaviour
This is great! Do you have a first-person version without meshes or animations? I followed the one you made for UE4 but it doesn't seem to work perfectly in UE5.3.2 - the footsteps keep looping even after the character stops moving.
@Matt Aspland Hey, I've been working on creating animations for a game using Unreal Engine 5.3, and I've encountered an issue when exporting from the Sequencer. I believe I need to convert it into an animation sequence to set up a game animation from the Sequencer, but I'm not entirely sure. Any ideas?
That is not applicable for first person char, right? We don’t have the walking animation to coordinate the sounds with. Maybe there is an alternative tho?
its always a good day when Matt uploads a new Video
That's basically every day.😊
@@SanneBerkhuizen yesss!
@@chaselee182 your name is connor, the android sent by cyberlife.
Awesome tutorial! Was just thinking about adding this to my game yesterday, even recorded sound effects for wood in my room a few hours ago 😂
Perfect timing!
It's also pretty accurate because, it's all handled in the animation itself as the footsteps are taken. Nice tutorial. I actually like this. Not many persons handle it in the animation which is annoying.
Your videos are just perfect. Please do keep up the excellent work!
thanks I’ve been looking for this for months XD
it's working! thank you!
All that Good Stuff
You are a legend.
thank you so much, great video!
awesome matt, AAAA quality
If you have some sounds that are not playing, try to change the value of your line trace end. For me I had to increase from 100 to 150.
Спасибо, отличный урок ...
Thanks Matt.
How about melee weapons making impact material sounds, sparks and decals as your next video? I'm thinking something like Half Life 2.
You can probably make that system following the same steps in the video but put the notify on the attack animations instead of the running anims, or for just object on object the same steps but use a different kind of trace (based on the object shape but slightly bigger) on overlap events instead of anim notifies. To have the sound not continuously playing when an object is on the ground, just plug in a do once before the play sound and have it reset when the overlap ends.
For the sparks or decals you can just throw in the "activate/deactivate Niagara effect" or "spawn decal at location" after the play sound, spawning at the impact point of the hit result.
Hope this was helpful but if I'm off on something here or there's a better, more efficient way to do it, I encourage the UE "Mattster" here to correct me. 👋
Edit: I just remembered there's a free plugin on the UE marketplace called "Melee Trace" for running traces in the shape of weapons for this kind of situation. 👍
to play the same sound but louder or quieter depending if you walk/run/ sprint or crouch is just changing volume multiplier in sound cue?
This is great, but how to that with landspace on open world? Since We paint the ground with material blend.
At 8:50 "my" Out Hit is a square, I can't connect it to the "Get Surface Type"
Hi Matt i like your videos i wanted to ask if its possible to move the player location with a level sequence?
How can I use that on Multiplayer?
how can i add the foot steps in a sequence that was create in livelink can i use this method?
How I do it in first person character
Hi Matt! I had a question:
Instead of a loading screen I really wanted to make a loading ROOM, like in Assassin’s Creed. I tried doing the following:
My main menu has a blueprint interface that sends the info to the Loading Level (its Level Blueprint), which is then supposed to Async Load Asset and Open Level based on that event, but that doesn’t seem to work. I think it’s because the event can’t be called, since the Loading Level’s Blueprint doesn’t seem to take variables from the blueprint interface until after it’s been loaded.
To clarify: I want to go from Main Menu --> Loading Room --> The level I want to load. How do I do it?
Any help is much appreciated!
Is there a way to detect when the player lands? I set it up in my animation blueprint but for some reason when the player is landing it doesn't make a sound
That's a different animation
@@Rehd66 I'm aware. I set it up in the landing animation and it didn't work. It worked for my running animation and my walking animation, not my landing animation. For some reason, it would do the raycast when it landed. I had to set up a whole different system to make it work.
@@kitsunemusicisfire Event OnLanded is what I used.
what about if my game doesn't use a player model and / or the player character doesnt use animations, and / or theres multiple movement modes like sprinting, crouching etc? i tried implementing that but it has weird behaviour
This is great! Do you have a first-person version without meshes or animations? I followed the one you made for UE4 but it doesn't seem to work perfectly in UE5.3.2 - the footsteps keep looping even after the character stops moving.
Oh I fixed it! Needed to move the velocity branch into the PlayFootstepSound event
@Matt Aspland Hey, I've been working on creating animations for a game using Unreal Engine 5.3, and I've encountered an issue when exporting from the Sequencer. I believe I need to convert it into an animation sequence to set up a game animation from the Sequencer, but I'm not entirely sure. Any ideas?
That is not applicable for first person char, right? We don’t have the walking animation to coordinate the sounds with. Maybe there is an alternative tho?
just guess where to add notify? lol
@@GAMINGAPOSTLEJbut add the notify where? There is no animation for the first person char unless you are using a mesh :/
I thought there was an anim for the arms?
Great tutorial! The footstep sounds won't stop playing when my character stops moving. I can't find what is wrong, anyone have an idea why?
Loop box checked?
i have the same problem, did you fixed??If yes, how please?🙏
tarkov