n00dFootsteps Cascade Override

This guide will show you how to override the footstep effects function, for using Niagara effects instead of Cascade. 

Right click on BPC_N00dFootsteps and create a Child Blueprint Class. This will be what we use to attach to the character as opposed to an unmodified (original / stock standard) component. This isn't entirely necessary if you've made modifications to BPC_N00dFootsteps, but is the recommended approach. 

Right click on BPC_N00dFootsteps and create a Child Blueprint Class. This will be what we use to attach to the character as opposed to an unmodified (original / stock standard) component. This isn't entirely necessary if you've made modifications to BPC_N00dFootsteps, but is the recommended approach. 

Click and drag BPC_N00dFootsteps_Child into your own project structure (where ever that's comfortable to you, but outside of the n00dComponents folder) 

Now open that child BP 

In the functions list, click on Override and select the Spawn Particle function 


We now have an empty function to override 

Delete the return 

Open FN00dFootstepEffects 

And add Niagara Particle System to the struct, save and close 

Open the parent footsteps component and compile it before doing anything else. You may now close the parent as we are working in the child 

Back in the Child, create this logic in the overridden function 

Add the child to your character and define the defaults (this process is the same as the integration guide if you need direction, instead, use Niagara effects as definitions rather than the Cascade option). Also make sure to delete the old component if you had one there previously after referencing the child in all the relevant places (replace old reference with new reference) prior to delete. 

Boom!