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          RadiantAutoAnimNotify
Header          /RadiantAutoAnimNotify/Source/RadiantAutoAnimNotify/Public/Notifies//RadiantFootstepAnimNotify.h         
Include         #include "Notifies/RadiantFootstepAnimNotify.h"

Functions#

Public#


void OnRaycastHit(FVector hitLocation, FVector hitNormal, UPhysicalMaterial* hitMaterial) const

Triggered whenever the raycast fired by this notify hits a surface


virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override

Properties#


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