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0 votes

Hello,

I'm trying to implement a footstep switch system into unreal following this tutorial: https://blog.audiokinetic.com/-unity-3d/.

I've created the blueprint - previously attached as a component to the player pawn and now inside the player pawn blueprint. I've attached the event to the animation. I've created the surface types in project settings, created the physical materials, assigned the surface type to the physical materials and assigned the physical materials to the material textures in unreal. In wwise I have my switch group created with all the switches, assigned the footstep type random containers in the contents editor of the footstep switch etc. I have triple checked naming conventions and everything matches up.

I've looked in to where i could have gone wrong everywhere along this process and had someone else look over my work as well and we both can't figure out why it's not working as it should. In wwise profiler i'm seeing only the default surface type being triggered, in unreal i'm hearing only the default footstep sound but the output log is showing the surface changes being triggered - as numbers not as the names of the surfaces that were set up in project settings.

Does anyone know why this could be happening?

Thanks.

in General Discussion by Will J. (100 points)

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