I want to thank you for all of your tutorials because I used to feel like I couldn't do anything and now I feel like a pro! You really show how to do something but make sure your videos are quick and easy. Thx :D
Thanks for the tutorial, if there is anyone who can't hear any footsteps don't forget to set the Footstep Interval (or whatever you named it) variable to a higher value than 0. I forgot to do that, so I spent at least half an hour trying to figure out what was wrong :)
Hi. Just happened to find your channel a day ago, and in that time, I have been able to successfully add a number of features into my project i'm doing which I wasn't quite sure how to approach all because of your videos i've been burning through. Nice work. Very easy to follow and understand. Definitely earned a sub.
Very useful, thanks! But I recommend to implement the tracing function into a timer so it does not trace a line every frame, which can save performance.
Doesn't work for me. It only works when I assign a specific sound cue to the "Play sound at location" node. But then it just plays the same sound cue on all of the surfaces, completely ignoring the code that checks for the physical surface type.
This worked great! but when the sound switches from say grass to concrete and then I leave concrete and go back onto grass the concrete footsteps stay and it doesn't automatically switch back to the right sound cue? It will continue to play concrete steps even on grass?
Thank you for the help, Just one thing i would like to ask. And that is How would you change the sound of physical material when you sprint on the same surface?
I can already tell how helpful your tutorials will be for my exam! Thank you for working hard and helping many like me who struggles to understand coding but, really wants to make cool things! Keep the good work going!
That's great to hear! It's always my pleasure to help out, if there's anything you need, just ask. I'm always happy to help :) Thanks for your support!
@@MattAspland This worked great! but when the sound switches from say grass to concrete and then I leave concrete and go back onto grass the concrete footsteps stay and it doesn't automatically switch back to the right sound cue? It will continue to play concrete steps even on grass?
great tutorial but.... at 7:16, this vector - vector value was in my case complete bug that I was trying to fix for days but did not know where was the problem, because if I set this vector to 150, footsteps works OK, but if I start to step on weirder shape surfaces like stairs, it bugs and I can no longer hear the footsteps anymore and need to restart the game, so if that helps anyone, just crank the number to like 1000 and it works good
Hey, yet another super helpful video man, these are great. I've got a question though and need some advice. Do you know if it possible to have multiple physical materials assigned to one material and if so, how would we do that? I've set up a 'ground' material to be able to paint with 2 different textures with this one material. I'm using vertex colour for input data and a lerp to go between two textures, such as grass and mud. So if I mesh-paint with left click I paint 'grass' and if I hold shift I paint with 'mud' on any mesh that has the 'ground' material. I've also set up 2 sound-ques that correspond to the grass and mud physical materials. However, the material only has one physical material slot. So if I assign the physical material as 'grass' the mud texture I paint onto the mesh will never play the mud sound because I'm not sure how to include the 'mud' physical material. Any advice would be super apricated!
What would be the best way to change the interval of the footstep sounds when increasing/decreasing the player walk speed like when sprinting or crouching?
@@ZWOGs there's a way but it's kinda a hack way to do it and it's limited to 2 auto layers only, and it's heavy on performance with a lot of calculations ..im waiting for the new version of chaos that should make it possible to use something called physical material mask, that makes it possible to do something similar to the video you posted but working with auto materials. But damn I've been waiting for that over a year and unreal just keeps updating everything else but that it seems 😞
@@Mj3DArts Wow! That is kinda crazy to think that it can do all of these crazy advanced things, but then have difficulty with audio for materials lol. Guess my audio will have to be added in post then haha. Thanks for the heads up!
Does anyone know if I need to change the project settings in order for the raytracing to work? The number I'm subtracting from the Z location of the VR Pawn should be more than enough for the line to hit the ground and check for physics, but my sounds are not changing.
everything works, but the only problem I found, is that sometimes when you jump into different surface, it still makes one extra footstep sound of the previous. For example I'm standin in the water and jumping on the grass, but still hearing one extra sound of water. Have anyone noticed that?
Hey, did you follow the previous tutorial for it as well? If so, make sure that out of the get velocity off of the Z, you have == 0. And that goes into an AND Boolean.
It works fine with and without running on the standard surface but on grass or wood my footsteps go all carzy and im lost right now does anyone know why this happens? and when I jump the sound only plays every 2 times no matter how long I wait
Hey yeah it should, I have a better video for third person however. It is linked in the description, but I'll leave it here too :) ua-cam.com/video/1TTey8wUUvU/v-deo.html
I did the previous tutorial and can hear only my default sound, I added the nodes from this tutorial and did everything else exactly as was shown and the default footsteps still play. Anybody got any ideas?
I don't know if you ever got it to work, but doubling my capsule half height and subtracting that number from the 'z' in the get actor location worked for me
So I've got a question, so we run the check physics mat off the moveforward and moveright event it does the do once and all that. However when I set up a shift to run and change the movement speed and the interval on the foot step sound, the value doesn't update unless I come to a complete stop and then hold the run button and start moving. I'm struggling a bit to think how I can get the step interval to be updating in the do once section if I'm already moving.
Hey mate, that's a good point yep. What we could maybe do is when we set the interval, we also go into the "Reset" of the DoOnce, so that it then redoes it once again with the new value. I think this may work, let me know how it goes :)
@@MattAspland Yep works perfectly! Just set a custom event "AdjustStepInt" tied that to the update and whenever I change the variable in my crouch or sprint button inputs I call the event.
Hey, it should be the same as for your character. You can use "Play Anim Montage" when you want it to happen, making sure you have "Slot_Default_Slot" in the AI's animation blueprint.
Hey Matt, great tutorial. I'm having a problem though with the Switch on EPhysicalSurface... my sound effects aren't switching from surface to surface. The footsteps that play are just the ones set in the fist video in the Play Sound at Location node. Do you know what could be causing this? Thanks
I don't know if you ever got it to work, but doubling my capsule half height and subtracting that number from the 'z' in the get actor location worked for me
@@farizazmir5228 My game takes place outside more than it does inside, so I set the default sound to be a footsteps on dirt sound effect … that way the game defaults to dirt footsteps when it doesn’t know which sound to play. I’m having a hard time describing it but as long as you put something in that default slot I think you will be okay
I want to thank you for all of your tutorials because I used to feel like I couldn't do anything and now I feel like a pro! You really show how to do something but make sure your videos are quick and easy. Thx :D
its actually crazy how much stuff i look up and you have a video for, i appreciate all the time and effort you put into these videos man!
Thanks for the tutorial, if there is anyone who can't hear any footsteps don't forget to set the Footstep Interval (or whatever you named it) variable to a higher value than 0. I forgot to do that, so I spent at least half an hour trying to figure out what was wrong :)
I have no idea what you mean
I increased it to 1k but then also can't hear the sound tf an using ue5
another solid tutorial! got it working in VR as well. good job, keep them coming!
What did you have to change, if anything, to get it working in VR?
Thank you! You helped me a lot with my first project.
Hi. Just happened to find your channel a day ago, and in that time, I have been able to successfully add a number of features into my project i'm doing which I wasn't quite sure how to approach all because of your videos i've been burning through. Nice work. Very easy to follow and understand. Definitely earned a sub.
Thank you so much man, that means a lot to me! I appreciate it. Glad to have you here :)
Thanks Matt. Great tutorial and congratulations for your commitment.
Thanks Matt... really clear, easy to follow tutorial again. 😃
yooo I'm early and exactly on the right tutorial! nice one bro
Thanks mate! Glad to hear it :)
Very useful, thanks! But I recommend to implement the tracing function into a timer so it does not trace a line every frame, which can save performance.
Cool. This adds quite some realism in games
Thanks, I always love this extra detail in games :)
Thank you so much for the tutorial- it was perfectly short, but really helpful :)
Very nice addition to your earlier tutorial.
Thanks Steve!
perfect. nice and easy thank you very much. very useful
Doesn't work for me.
It only works when I assign a specific sound cue to the "Play sound at location" node. But then it just plays the same sound cue on all of the surfaces, completely ignoring the code that checks for the physical surface type.
When you realize the grass sound effect is from Minecraft
Haha, at first I thought it was just very similar lol
Great video, you should create a series, for example creating a stealth video game from start to finish.
Yeah, I think matt should make more series aswell
Great idea! I've just added it to my list :)
This worked great! but when the sound switches from say grass to concrete and then I leave concrete and go back onto grass the concrete footsteps stay and it doesn't automatically switch back to the right sound cue? It will continue to play concrete steps even on grass?
I had the same issue! What worked for me was plugging a sound into the 'default' slot (8:17 in the video).
@@AustinThomasFilms thanks! That fixed it for me too
Thank you for the help, Just one thing i would like to ask. And that is How would you change the sound of physical material when you sprint on the same surface?
Play a different audio asset based on the characters speed.
keep this up you are killing it
Thank you so much!
I can already tell how helpful your tutorials will be for my exam! Thank you for working hard and helping many like me who struggles to understand coding but, really wants to make cool things! Keep the good work going!
That's great to hear! It's always my pleasure to help out, if there's anything you need, just ask. I'm always happy to help :) Thanks for your support!
@@MattAspland This worked great! but when the sound switches from say grass to concrete and then I leave concrete and go back onto grass the concrete footsteps stay and it doesn't automatically switch back to the right sound cue? It will continue to play concrete steps even on grass?
Great tutorial, thanks!!!
A HUGE thanks for that tutorial ^_^
great tutorial but.... at 7:16, this vector - vector value was in my case complete bug that I was trying to fix for days but did not know where was the problem, because if I set this vector to 150, footsteps works OK, but if I start to step on weirder shape surfaces like stairs, it bugs and I can no longer hear the footsteps anymore and need to restart the game, so if that helps anyone, just crank the number to like 1000 and it works good
How do you find vector - vector, it doesn't show me :/
@@crybaby_cl0udd its substract
ah yes minecraft grass sound xD great tutorial as always
Haha, the best grass sound lol. Thank you mate :)
i also add water :D thanks for the tutorial
But how can you add footstep/splashing sounds on water
Hey Matt! Thanks Man! Cool! 🙏🏻Great job! ✅ God Bless You!☀️☀️☀️ You help me! 👍🏻👍🏻👍🏻
Materia Domain - Defferet Decal don't work phys material, how to do it ? Thx !
Hey, yet another super helpful video man, these are great. I've got a question though and need some advice. Do you know if it possible to have multiple physical materials assigned to one material and if so, how would we do that?
I've set up a 'ground' material to be able to paint with 2 different textures with this one material. I'm using vertex colour for input data and a lerp to go between two textures, such as grass and mud. So if I mesh-paint with left click I paint 'grass' and if I hold shift I paint with 'mud' on any mesh that has the 'ground' material. I've also set up 2 sound-ques that correspond to the grass and mud physical materials.
However, the material only has one physical material slot. So if I assign the physical material as 'grass' the mud texture I paint onto the mesh will never play the mud sound because I'm not sure how to include the 'mud' physical material. Any advice would be super apricated!
Great video matt I final got round to doing this I have a issue with sound it only works on 1 material the other 2 doesn't work any suggestions
Thank you Matt ;)
No problem Alex, any time :)
i need help how do i make the sounds faster when i run?
Thank you very much
No problem man :)
How did you get it to call the event? i have a simple IA_Move however i cannot seem to get it to work unless i stop moving and start moving again.
Thankyou!
Yo thanks. I wanted to do this as well!
That's great! Happy to provide :)
can you make a tutorial on this--
when the boll rolls that make sound of rolling... and when it will hit With something.
please
Hey mate, great idea, thanks! I'll add it to my list
@@MattAspland Thanks..
But please make this first 🥰🥰
i would just play a rolling sound when the ball moves. (im not the best)
Sorry... haven't still checked... but you've done animation one too, right? No Pressure... I see you're pumping these tutorials like madlad.
Hey mate, no worries. And I have done yep, it should be in the description, but I'll link it here too :)
ua-cam.com/video/1TTey8wUUvU/v-deo.html
What would be the best way to change the interval of the footstep sounds when increasing/decreasing the player walk speed like when sprinting or crouching?
you should really do this for UE5 because like this one checkpyschicsmaterial isnt here anymore
but can you make a dynamic footstep system working on a auto landscape with layerblends etc??
@@ZWOGs That's not an auto material landscape material though, its just a normal layer blend material but thanks anyway
@@Mj3DArts You're right. I thought I found two solutions but I can't figure out why neither of them are working. Did you get it figured out?
@@ZWOGs there's a way but it's kinda a hack way to do it and it's limited to 2 auto layers only, and it's heavy on performance with a lot of calculations ..im waiting for the new version of chaos that should make it possible to use something called physical material mask, that makes it possible to do something similar to the video you posted but working with auto materials.
But damn I've been waiting for that over a year and unreal just keeps updating everything else but that it seems 😞
@@Mj3DArts Wow! That is kinda crazy to think that it can do all of these crazy advanced things, but then have difficulty with audio for materials lol. Guess my audio will have to be added in post then haha. Thanks for the heads up!
can you make a tutorial how to make a lowrider that if you press the arrow keys that the hydraulics move.
nice video=)
Does anyone know if I need to change the project settings in order for the raytracing to work? The number I'm subtracting from the Z location of the VR Pawn should be more than enough for the line to hit the ground and check for physics, but my sounds are not changing.
everything works, but the only problem I found, is that sometimes when you jump into different surface, it still makes one extra footstep sound of the previous. For example I'm standin in the water and jumping on the grass, but still hearing one extra sound of water.
Have anyone noticed that?
i have!
Nice video
Thank you heaps :)
when you create "footstepSFX CUE" ?
Please can you make a video on how to make position system like in racing games
Hey there, it's on my list :)
@@MattAspland thanks!
Hey Matt thanx for video and can u show jump bp with these bps
İ make it same but when i jump footstep sound is not stoping
Hey, did you follow the previous tutorial for it as well?
If so, make sure that out of the get velocity off of the Z, you have == 0. And that goes into an AND Boolean.
everytime I stop the sound keeps looping
It works fine with and without running on the standard surface but on grass or wood my footsteps go all carzy and im lost right now does anyone know why this happens? and when I jump the sound only plays every 2 times no matter how long I wait
Nevermind got it to work. Thanks for the great tutorial
Minecraft sounds huh? Btw thanks
these will work for 3rd person right?
Hey yeah it should, I have a better video for third person however. It is linked in the description, but I'll leave it here too :)
ua-cam.com/video/1TTey8wUUvU/v-deo.html
I did the previous tutorial and can hear only my default sound, I added the nodes from this tutorial and did everything else exactly as was shown and the default footsteps still play. Anybody got any ideas?
I don't know if you ever got it to work, but doubling my capsule half height and subtracting that number from the 'z' in the get actor location worked for me
love you
My pleasure :)
love u
i cant get that vector _ vector node its just not there anywhere maybe its name is difrent im on unreal engine 5.1
use subtract
thanks. im new to this as you can see xD@@annameikeing
So I've got a question, so we run the check physics mat off the moveforward and moveright event it does the do once and all that. However when I set up a shift to run and change the movement speed and the interval on the foot step sound, the value doesn't update unless I come to a complete stop and then hold the run button and start moving. I'm struggling a bit to think how I can get the step interval to be updating in the do once section if I'm already moving.
Hey mate, that's a good point yep. What we could maybe do is when we set the interval, we also go into the "Reset" of the DoOnce, so that it then redoes it once again with the new value. I think this may work, let me know how it goes :)
@@MattAspland Thanks man I'll try playing around with it and let you know. Love the videos!
@@LuigisNo1 Sounds great man, and cheers dude. That means a lot :)
@@MattAspland Yep works perfectly! Just set a custom event "AdjustStepInt" tied that to the update and whenever I change the variable in my crouch or sprint button inputs I call the event.
@@LuigisNo1 Nice one, great work mate!
can you do Tutorial for play anim montage to Aİ i cant do it
Hey, it should be the same as for your character. You can use "Play Anim Montage" when you want it to happen, making sure you have "Slot_Default_Slot" in the AI's animation blueprint.
And remember, you can add physics material to the "layerinfo" in your landscape materials.
Yep, thank you Fleur! Great tip :)
Matt, tut about phone will be soon?😇😇😇😇
Hi mate. Wasn't it for a mission objective system? If so, I've done two videos on it if that helps :)
ua-cam.com/video/g26Iri4RDsE/v-deo.html
@@MattAspland yes, that's like look this system, but I don't know how I can move DM scroll up and down (that's need in more details:)
@@iiior605 Great, also sorry what do you mean by D&M? Sorry if that's an obvious question lol
@@MattAspland dm = direct messages (aka private chat with person)
@@iiior605 Ah okay, I can add a chat system to my list too :)
i can't help but notice these sounds are in minecraft
Hey Matt, great tutorial. I'm having a problem though with the Switch on EPhysicalSurface... my sound effects aren't switching from surface to surface. The footsteps that play are just the ones set in the fist video in the Play Sound at Location node. Do you know what could be causing this? Thanks
I don't know if you ever got it to work, but doubling my capsule half height and subtracting that number from the 'z' in the get actor location worked for me
I know this comment is 2 years old but plugging a sound into the 'Default' slot at 8:17 fixed my problem...
may i know what u meant by plugging a sound?is it the original sound that i use@@AustinThomasFilms
@@farizazmir5228 My game takes place outside more than it does inside, so I set the default sound to be a footsteps on dirt sound effect … that way the game defaults to dirt footsteps when it doesn’t know which sound to play. I’m having a hard time describing it but as long as you put something in that default slot I think you will be okay