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Switching footstep sounds depending on surface types in UE4 using Blueprints?

+1 vote
I'm currently playing around with Wwise and UE4 using blueprints and wanted to do a footstep system that switches depending on the surface type. (I've managed to do this using UE4 own audio engine) I'm kind of struggling figuring out how to do this using wwise as a plugin.

My Wwise event is a simple switch container that contains two random containers for each surface type. (Wood and Concrete)

I've been using notify events in my animation.

I am then using this blueprint to pass my surface types as my character is passing over them (I'm using physical materials for this)

The problem that I'm having is that I don't know how to reference my footstep event to connect to my set switch node in my animation blueprint of my character. Does anyone know how to do this? Or point me to some kind of documentation of how to do this.

Thank you!
asked Jun 13, 2016 in General Discussion by Filip C. (110 points)

2 Answers

0 votes
Hi Filip!


I am actually doing this exact same thing, have been for the past few years. So first off change your notify event to a regular animnotify (not the wwise one). That blueprint you have should be in an anim BP. It looks suspiciously similar to this tutorial ;)

Which is the tutorial I assume you followed.

Anyways the trick is, is don't do it by switch. Just do it by AK event, you're basically manually creating the switch in UE4.

So all you have to do is create an event for each set of foot steps. Hope this helps! GL!


answered Jun 14, 2016 by Robert M. (4,640 points)
Hey Rob!

Thank you so much! Your solution worked like a charm!

Yep I was using that one :) At first I tried using box triggers, but it proved to be tedious task of placing them in the world - and once you have a complex terrain the entire level was filled with triggers.
I've done everything exactly like you guys but still no footsteps. The things I have done:
- Assign all materials to physical materials
- Add blueprints to Animation blueprints of characters
- Generate WWise events in UE

Hope someone can help me out. Cheers!
Hey Tri N; are the events in the animation anim bps? or AK anim notify?
Hi Rob!
The event anim notify is placed on the character's run animations and the blueprint is place in the animation blueprint for the hero. Right now I have the footstep coming through but only the default surface. I'm suspecting it has something to do with how the surface material's collision is set up in unreal 4.
Hope there's a way to solve this. I've been beating my head the past couple days trying to find a solution.
Any luck on finding a solution? I am stuck on the same thing and have been for days now
I'm having the same issue! seems to only play the default sounds, although randomly it will play one of the physical materials set up and then get stuck on that material. Has anyone found a solution?
0 votes
Hi Filip & Rob,

This is the way I've done it with 1 akevent posted on animation (which contains the material switch in Wwise) and 1 SetSwitch in Blueprint : : BP management : animation akevent notify

answered Jun 15, 2016 by SeB (380 points)
Hi SeB! Thank you!

I tried your solution, unfortunately I'm not able to make it work.
Where are you placing your BP management? (is it in the AnimBP, Level BP or a function?)

And is that blurred out node a "Get Player Character" - I'm not really sure how you are able to reference your actor in the set switch node.

Sorry for my ignorance, I'm just starting out learning UE4 and blueprints :)
Oh cool, I didn't think of doing it like that.
The BP is a Blueprint class which is added to your pawn as a component.
The blurred out box is your "Get Player Character"