n00dFootsteps Variable Overview

This post will outline and define the variables in use in the n00dFootsteps Component.

ACTOR TYPE

Will change the way the component find the location of sockets, etc

CHARACTER TRACE TYPE

How we trace for the surface when we’ve chosen the Character Actor Type

FOOTSTEP PLAY TYPE

The method in which we execute trace and FX logic 

FOOTSTEPS MAP

Default: indicates the surface type this array element is for

Sound: is ignored if the MasterFootstep variable is filled (filled by default)

ParticleEffect: the particle to use for the footstep

MarticleMaterial: an override material slot for the particle 

DECAL

DecalMaterial: the material to spawn at the location of the foostep

Size: decal multiplier

Lifetime: how long this decal should remain in the world for 

MASTER FOOTSTEP

A cue input that will override any sound in the footsteps map, and if used with A_MasterFootsteps_CUE, the following sound parameters will work out of the box 

SOUND PARAMETERS

Most of these are pretty self explanatory, but overall you just need to define any footstep WAVs you have for specific surface types here, and the system will take care of the rest for you. No more stuffing around with a CUE per footstep, this component is all you need. 

So what are you waiting for? Start hot-stepping today!