This is incredible man. I had one goal today, learn implementing footsteps from Wwise to Unreal. And there it was in my Wwise launcher!
@OmnisepherGameSound Жыл бұрын
Thank you, hope you find the series helpful as well :)
@ajfraser2242 жыл бұрын
Hello! Thanks for doing these videos :0 I was just wondering, at 5:00 you mention that you 'already adapted the animation for footsteps', do you have a video on how to do this???
@OmnisepherGameSound2 жыл бұрын
Hi, thank you and unfortunately I did that part in my off time, so I don't have the content for it. You can actually check any Animation Notify tutorial in YT to find something similar (kzbin.info/www/bejne/lXu8mqmtitKshbs maybe this one) or you can download the project and check animations to see implementations :)
@yashbansalaudio3 ай бұрын
First of all Loving the series. Gave me quite some insights into implementation. Question: 1) How exactly did you implement footsteps? did you add physical material to the static mesh before making switch? Or did you follow another method, cause I can't find materials listed in project settings Under physics, under physical material. 2) I have a different environment, But under mine there aren't any meshes for the material. It's just one giant landscape game object. When I click on the mesh for lets say grass, it doesn't show any mesh for grass, but one entire gameobject which is called landscape. How do you make dynamic footsteps in such a case?
@pettergrevelius81612 ай бұрын
1) Think he used a tag system rather than doing the Physical Material approach. at 5.50 he's used a Branch with the condition being "Actor has tag (Rock)" if yes switch to Rock and if no play Grass. 2) I unfortunately cant answer other than that unreal needs info to be able to differentiate between materials. My best bet would be to either figure out a way to separate the map into materials or that you add in trigger zones to the specific materials you want to be grass and specific material you want to be rock. sounds like a bit of a ball ache though unless the landscape is somewhat flat and modular and there isn't too much other random material popping up.
@speedmilesgood Жыл бұрын
Ultra difficult for a beginner because it goes too fast and there is no explaination on the layout, why at 4:00 I cannot drag and drop to assign ob in the content editor, etc...
@gabe7027 Жыл бұрын
Hello, I am trying to setup something like this, but using switch value assets assigned in editor, instead of the two FName strings. That is, say at 15:27 in the video, rather than: SetSwitch(nullptr, GetOwningActor(), "Footsteps", "Rock"); it would be: SetSwitch(SwitchValue, GetOwningActor(), "", ""); BUT, my problem is that, if I expose a UAkSwitchValue* Uproperty in the editor to populate it, it never shows up unless it's a soft pointer, but if it's a softpointer assigned in a data table it is GC'd by the time I want to use it, so always null when I call SetSwitch. Do you know the solution to this? Have you populated UAkSwitchValue* properties in the editor for use rather than the string switch group and state? thanks!
@OmnisepherGameSound Жыл бұрын
Thanks for the comment (on both videos). I'll try to repro and return with the answers. I am not sure if it's still soundbank generation issue to say, but just guessing atm. Thanks for your attention.
@diveintrees9427 Жыл бұрын
Hmmm...Does it mean that we set switch each time the character makes a step (blueprint)?
@OmnisepherGameSound Жыл бұрын
Yes, that's a good practice to update material on step via wwise switches to adapt switch container of connected event
@Hamidsami021 Жыл бұрын
Hello.i dont havr the option to creat audiokinetic switch assets in ue5.there is Event,parameter,trigger etc... but no switches.how can i creat switch assets?
@OmnisepherGameSound Жыл бұрын
Hi, which version you are in? Some integrations change 5.2 and onwards, but you should be able to recreate it anyway. Try WAAPI in Unreal to recreate assets, that might help.
@Hamidsami021 Жыл бұрын
thank you very much,also,following your blue print,is it possible to trigger a wwise asset somehow using the skid state?@@OmnisepherGameSound
@Sachinunreal Жыл бұрын
Hi I followed this very carefully, footsteps sounds are playing very nicely in the unreal editor but when I build for windows, only the default footstep sound is playing. please help ....
@OmnisepherGameSound Жыл бұрын
Can you profile the game in wwise and see if you are sending set switch calls? Go to wwise, F6(profiler), tiny icon on top bar(right to the Live, connect button) to connect, choose playing game/editor, and walk around to check setswitch api calls. If they exist and sound doesn't change, it requires wwise config of switch. If they don't exist, ue fails to send. Try that and let me know