URadiantFootstepAnimNotify#
Used as a notify to handle footsteps by raycasting from the TargetBone position, usually a footbone, an optionally playing sound or spawning particle effects at the hit location.
Module RadiantAutoAnimNotifyHeader /RadiantAutoAnimNotify/Source/RadiantAutoAnimNotify/Public/Notifies//RadiantFootstepAnimNotify.h Include #include "Notifies/RadiantFootstepAnimNotify.h"Functions#
Public#
void OnRaycastHit(FVector hitLocation, FVector hitNormal, UPhysicalMaterial* hitMaterial) constTriggered whenever the raycast fired by this notify hits a surface
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) overrideProperties#
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FVector RaycastDirection = FVector::DownVector;Direction the raycast is fired once the notify is triggered
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float RaycastLength = 10.f;Length of the fired raycast in cm
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TEnumAsByte<ECollisionChannel> CollisionChannel = ECollisionChannel::ECC_WorldStatic;Collisionchannel to be used when raycasting
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool TraceComplexCollision = true;Determines if the raycast will be tracing agains complex collision
UPROPERTY(EditAnywhere, Category = Sound)
TOptional<FRadiantFootstepAnimNotify_SoundConfig> SoundConfig;Optional config for soundsspawned when notify raycast hits a surface
UPROPERTY(EditAnywhere, Category = Particles)
TOptional<FRadiantFootstepAnimNotify_ParticleConfig> ParticleConfig;Optional config for particle systems spawned when notify raycast hits a surface