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!