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Media 0 for listing Auto FootSteps System V3 (CPP Version)

Description

The plugin automatically checks when the character mesh's feet touch the ground, so you don't need to add any animation notifications for footstep effects to your numerous movement animations.

Importantly, with this system, the configuration you need is minimal and can be done in less than 2 minutes, saving you more time configuring in animations!!!

The plugin comes with simple default effects (as shown in the demo video) that you can use out of the box and feel free to modify or replace with your own footstep effects.

Discord Support: Discord QQ群: 785689421

Documentation: [Footstep System Document (English and Chinese)]

Playable Demo: [Demo]

Simple Demo: [Footstep System V3 Demo]

Demo video: [YouToBe] [Bilibili] [New Simple Video]

If the plugin works well for you then please be sure to leave a review letting us know what you liked about it.

There is a Blueprint version of this plugin that you can use if you do not wish to use the C++ version.

V3 version update log:

  • Added support for grass, water, dirt, snow effects (Walk/Run/Land/Crouch FX);
  • Added support for grass, water, dirt sounds;
  • Modified the configuration location of LandFXEffect;
  • Added support for animation notifications and provided animation modifiers. You can use animation modifiers to dynamically add animations;
  • Provided a complete Demo to showcase this plugin, and also provided a sample Demo, you can download and test it!

2.0.2 Update log:

  • Multithreading support.
  • Fixed the bug that the footprint Alpha is invalid.
  • Fixed NS_FootstepEffect_Run direction error.
  • And Other Fix...
  • This time, a lot of content has been updated. The system data configuration has been partially optimized, support for data asset configuration has been added, and support for footprints has also been added!

2.0.1 Update log:

  • Fixed known bugs.

2.0 Update log: This time.

All updates of V2 retain the original scheme, so there is no need to worry about whether it is incompatible with the previous version. The main updates are described below:

  • Add a switch for making noise;
  • Update all resource types to soft reference types to reduce file dependencies and file size;
  • The VFX data structure has been greatly changed, and some configurable adjustments have been added (the original scheme is retained);
  • VFX:
  • VFX will support different configurations for four motion states (Walk, Run, Sprint, Crouch);
  • VFX also supports the scheme in version 1.x, and only more adjustable parameters are added to it;
  • VFX adds support for OnLand;
  • The system provides three Niagara VFX assets, which are used for footstep effects in Walk, Run, and Land states respectively;
  • Added support for footprints (the system uses decals to handle it, which will disappear after a period of time, and the disappearance time can be freely configured);
  • Added switches for sound, VFX effects, and footprints for the four motion states, you can configure them as needed;
  • The system has added support for data assets. You can use data assets to configure all effects, so in most cases, you only need to configure once;
  • And some other details have been adjusted.

1.2 Update log:

1) Support for more platforms.

1.1.1 Update log:

1) Footsteps will make noise for AI.

1.1 Update log:

1) Increase the volume of the footsteps to follow the speed;

2) Now there is no limit to the number of footsteps detected. Any number of feet can be detected. Foot_l and foot_r are detected by default; (two feet? four feet? eight feet? all are OK)

3) Support changing the mesh and detected footsteps slot list at runtime;

4) Some bug fixes.

Included formats

  • logo of Unreal Engine format