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How to configure movement sounds
Use this guide to connect MotionMovementSoundComponent to surface-based footstep, jump, and landing sounds.
Create the DataTable
- Create a DataTable using the
FMotionSurfaceSoundDataRowrow structure. - Add a
Defaultrow for fallback sounds. - Add rows for project surfaces such as concrete, wood, grass, or metal.
- Assign MetaSound sources for the movement actions each surface supports.
- Set volume and pitch multipliers for each row.
Configure the component
- Add
MotionMovementSoundComponentto the character. - Assign the DataTable to
SurfaceSoundDataTable. - Set
DefaultSurfaceSoundRowNameto the fallback row, usuallyDefault. - Enable surface detection when physical materials should select sounds.
- Enable 3D audio for world-positioned footsteps.
Trigger sounds from animation
Add Animation Notifiers at the frames where sounds should play:
| Movement moment | Function |
|---|---|
| Foot contacts ground | TriggerFootstepSound() |
| Jump starts | TriggerJumpSound() |
| Landing impact | TriggerLandingSound() |
| Custom movement action | TriggerMovementSound() |
The component handles surface detection, speed modulation, and sound selection when the notifier fires.