Important Notes
Here are some common questions and notes that people have.
If you are using first-person mode, you don't need to set up skeletal sockets. Just configure the General Settings values, specify the effects with physical materials you want to use, and adjust the values in the first-person category, and it will work
To use the physical materials in the demo content, please see the "How to Set Up Demo Content" section, as they are assigned in the project settings and your project likely won't have them.
If you are not using physical materials, then use the "default" type for the decal, particles, and sound effects.
The plugin might appear under the name "Dynamic Footstep Component." It has been renamed to "Ultimate Footstep Interaction System," but the game files do not reflect this change in older engine versions.
Ensure you set the ground distance variable appropriately using the hover tooltip or the documentation here. The ground distance indicates how far the feet are from the ground
Enable the plugin through the Plugins window to locate it after installation via the Epic Games Launcher
In engine versions 5.2 and above, the decal for the left foot will not be an option. The plugin in these engine versions creates the left foot by inverting the right foot decal. You will only need a right footprint in 5.2+. Older engine versions will require both a right and left footprint texture/material.
Camera shake on footsteps is only a feature in pro versions 5.2 and above
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