n00dFootsteps ACF Integration
Follow this guide to have replicated n00dFootsteps implemented into your Ascent Combat Framework project!
Open the N00dFootstepsCharacter
Copy BPC_N00dFootsteps from the Components Window and paste it into your character's components window
Copy all the highlighted nodes in the image from the N00dFootstepsCharacter
And paste them into your own character's graph.
Visit each of your own locomotion animation sequences (Run / Walk / and the directions - strafe etc), and add AN_N00dFootsteps to where you expect the foot to land and make sure to define the correct socket under the name
That's it! You're done!
Now just go into the class defaults of your shiny new footsteps component in the character, and add new surface types and the corresponding sounds for that surface. If you want more surface types, visit the project settings for and add them to the Physical Surface list - you may have to restart the editor for them to show up in the BPC_N00dFootsteps surface type variable