StepSense

Surface-aware footsteps for any pawn or character: anim notify or automatic stepping, per-surface sounds, footprints and effects, jump and landing impacts, speed and sta…

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StepSense Footstep anim notify with foot and bone/socket, tracing down from the foot
StepSense Profile data asset per surface type or physical material: sounds,…
Automatic stepping without notifies: speed-based stride, alternating feet, Hybrid mode
Jump and landing sounds and effects scaled by the fall velocity
Speed- and stance-based loudness: walk, run, crouch and sneak multipliers, optional…
Surface override volumes for puddles, snow, carpets and shallow water
$11.99

StepSense makes every step of your characters sound and look like the ground they walk on. Place a StepSense Footstep notify on the frames where a foot lands, or switch the StepSense component to Automatic and let it step from the distance travelled with a speed-based stride and alternating feet. Each step traces down from the foot bone, reads the physical surface and plays that surface's sound, footprint decal and particle from a StepSense Profile data asset.

A profile lists your surfaces - by surface type or by exact physical material - with footstep, jump and landing sounds, random volume and pitch ranges, attenuation and concurrency, a footprint decal with lifetime and fade, an optional mirrored or separate right-foot decal, a particle effect and a VFX tag for Niagara. Each character can carry its own profile layered over the project's default profile, and profiles can inherit from parent profiles, so a robot or a barefoot hero only defines the surfaces that differ.

Loudness follows speed and stance: walk, run, crouch and sneak multipliers, a speed factor or your own speed curve, the surface's own loudness and a multiplier on every notify. The same loudness drives the sound volume and the AI noise: every step, jump and landing is reported to AI Perception's hearing sense, or through Make Noise for Pawn Sensing, with a range that grows with loudness. Characters automatically get jump sounds and landing impacts scaled by the fall velocity, with footprints of both feet; other pawns trigger them from Blueprint.

StepSense Surface Volumes replace the detected surface inside them, so a puddle on asphalt or a snow drift needs no extra materials. Footprints enter a world-wide pool that removes the oldest print when it is full. Surfaces can leave a trail: after walking out of mud, the next footprints keep the mud print and can fade step by step through a material parameter. A minimum interval per foot removes doubled notifies from blended animations, and sound limits per character and per world keep crowds under control.

On Footstep, On Landed and On Jumped events give Blueprints the foot, surface, location, normal, loudness and the spawned components. The Blueprint library traces surfaces, names them, plays a step anywhere and reports noise. The StepSense.Debug console variable draws every trace and prints surface, loudness and stance.

StepSense is part of the Alpha XP collection for Unreal Engine 4.27 and 5.8. Every feature is exposed to Blueprints and C++, it ships with styled HTML documentation, and it is compiled and verified warning-free against clean UE 4.27 and UE 5.8 projects.

37Blueprint nodes
3Events
2Engine builds
2Platforms

Key features

  • StepSense Footstep anim notify with foot and bone/socket, tracing down from the foot
  • StepSense Profile data asset per surface type or physical material: sounds,
  • Automatic stepping without notifies: speed-based stride, alternating feet, Hybrid mode
  • Jump and landing sounds and effects scaled by the fall velocity
  • Speed- and stance-based loudness: walk, run, crouch and sneak multipliers, optional
  • Surface override volumes for puddles, snow, carpets and shallow water
  • Footprint decals with lifetime, fade and a world-wide max-count pool (oldest removed
  • Left/right alternation with mirrored or separate right-foot decals and per-foot offsets
  • AI hearing: noise events with loudness and range for AI Perception or Pawn Sensing
  • Per-character profile layered over the default profile, with profile inheritance
  • Throttle: minimum interval per foot, max simultaneous sounds per character and per world
  • Wet and dirt trails: the next N footprints keep the previous surface's decal
  • On Footstep, On Landed and On Jumped events
  • Blueprint library: Trace Surface, Get Surface Name, Play Step At Location, Report Step
  • StepSense.Debug console variable
  • No plugin dependencies, no content required, C++ only

Blueprint & C++ API

The API is organised into these entry points:

ClassTypeNodesUse it for
StepSenseComponentActor component17Surface-aware footsteps for any pawn or actor: traces the ground under each foot, plays the surface's sound, footprint and effect, scales loudness by speed and…
StepSenseLibraryFunction library10Blueprint and C++ helpers: surface traces, surface names, profile lookups, playing steps and AI noise.
StepSenseSubsystemWorld subsystem8Per-world StepSense state: the surface override volumes, the global footprint pool (oldest footprint removed when full) and the global step sound limit.
StepSenseSurfaceVolumeVolume2Replaces the detected surface for every step inside it: puddles, snow patches, carpets, shallow water.
StepSenseProfileData asset1Surface profile: what every surface sounds and looks like. Entries are matched by physical material first, then by surface type, then the Default surface entry.

Callable runs when executed Β· Pure no exec pin, returns a value

NodeTypeAvailable onDescription
Trigger Footstep(Foot: Step Sense Foot, Loudness Multiplier: Float) β†’ BooleanCallableComponentPlays a footstep of Foot now (throttle applies). Returns true when the ground was found.
Trigger Footstep From Bone(Foot: Step Sense Foot, Bone: Name, Mesh: Skeletal Mesh Component, Loudness Multiplier: Float, Spawn Footprint: Boolean) β†’ BooleanCallableComponentPlays a footstep traced from a bone or socket of Mesh (None = this component's foot bone, null Mesh = Foot Mesh).
Trigger Landing(Impact Speed: Float) β†’ BooleanCallableComponentPlays a landing with this downward impact speed (for pawns that are not Characters).
Trigger Jump() β†’ BooleanCallableComponentPlays a jump (for pawns that are not Characters).
Set Sneaking(New Sneaking: Boolean)CallableComponent
Set Profile(New Profile: Step Sense Profile)CallableComponentReplaces this character's profile at runtime.
Set Foot Mesh(New Mesh: Skeletal Mesh Component)CallableComponentMesh whose foot bones are traced. Default: the Character mesh, else the first skeletal mesh of the owner.
Get Foot Mesh() β†’ Skeletal Mesh ComponentPureComponent
Get Foot Bone(Foot: Step Sense Foot) β†’ NamePureComponent
Get Stance() β†’ Step Sense StancePureComponentCurrent stance: Sneak (forced or slow), Crouch, Run or Walk.
Get Speed() β†’ FloatPureComponentHorizontal speed of the owner (cm/s).
Get Current Loudness(Loudness Multiplier: Float) β†’ FloatPureComponentLoudness a step would have now on a surface with loudness 1.
Get Stride Length() β†’ FloatPureComponentAutomatic stride length at the current speed and stance (cm).
Get Last Step() β†’ Step Sense Step InfoPureComponentThe last footstep, jump or landing.
Get Remaining Trail Footprints() β†’ IntegerPureComponentTrail footprints still to be printed with the previous surface's decal.
Clear TrailCallableComponentStops the current trail.
Find Surface Entry(Profile: Step Sense Profile, Surface: TEnumAsByte<EPhysicalSurface>, Physical Material: Physical Material) β†’ Boolean, Out EntryPureComponent StaticEntry this component would use for a surface (its profile, then the default profile).
Trace Surface(Location: Vector, Trace Channel: TEnumAsByte<ECollisionChannel>, Trace Up: Float, Trace Down: Float, Ignore Actor: Actor, …) β†’ Boolean, Out HitCallableStaticTraces straight down at Location and returns the surface found there (override volumes applied).
Get Surface Name(Surface: TEnumAsByte<EPhysicalSurface>) β†’ NamePureStaticName of a surface type as set in Project Settings > Physics > Physical Surface ("Default" for the default surface).
Get Surface From Hit(Hit: Hit Result) β†’ TEnumAsByte<EPhysicalSurface>PureStaticSurface type of a hit result (from its physical material).
Get Default Profile() β†’ Step Sense ProfilePureStaticThe default profile of the project settings (loaded on demand), or null.
Find Surface Volume(Location: Vector) β†’ Step Sense Surface VolumePureStaticThe surface override volume that applies at Location, or null.
Play Step At Location(Location: Vector, Profile: Step Sense Profile, Foot: Step Sense Foot, Facing Yaw: Float, Loudness: Float, …) β†’ Boolean, Out StepCallableStaticTraces the ground at Location and plays the step of the surface found there: sound, footprint and particle.
Play Surface Step(Surface Hit: Step Sense Surface Hit, Profile: Step Sense Profile, Foot: Step Sense Foot, Facing Yaw: Float, Loudness: Float, …) β†’ Boolean, Out StepCallableStaticPlays the step of an already traced surface (see Trace Surface).
Report Step Noise(Location: Vector, Loudness: Float, Instigator: Actor, Max Range: Float, Tag: Name, …)CallableStaticReports a footstep noise to AI.
Clear All FootprintsCallableStaticRemoves every StepSense footprint in the world.
Find Entry(Surface: TEnumAsByte<EPhysicalSurface>, Physical Material: Physical Material, Include Parents: Boolean) β†’ Boolean, Out EntryPureData assetFinds the entry for a surface: physical material match, then surface type, then the Default surface entry.
Find Volume At(Location: Vector) β†’ Step Sense Surface VolumeCallableSubsystemThe enabled override volume with the highest priority that contains Location, or null.
Get Footprint Count() β†’ IntegerPureSubsystemNumber of footprints currently alive.
Clear FootprintsCallableSubsystemRemoves every StepSense footprint of this world.
Set Max Footprints(New Max: Integer)CallableSubsystemOverrides the footprint limit of the project settings for this world. Negative = use the project setting.
Get Max Footprints() β†’ IntegerPureSubsystem
Get Active Step Sound Count() β†’ IntegerPureSubsystemNumber of StepSense sounds playing in this world.
Set Max Step Sounds(New Max: Integer)CallableSubsystemOverrides the step sound limit of the project settings for this world. Negative = use the project setting.
Get Max Step Sounds() β†’ IntegerPureSubsystemEffective step sound limit.
Get Override Surface() β†’ TEnumAsByte<EPhysicalSurface>PureVolumeSurface that steps inside this volume get.
Contains Location(Location: Vector) β†’ BooleanPureVolumeTrue when Location is inside the volume.

Events & delegates

Bind these in Blueprint (drag off the object β†’ Bind Event) or with AddDynamic in C++.

EventParametersWhen it fires
On FootstepFoot (Step Sense Foot), Surface (TEnumAsByte<EPhysicalSurface>), Location (Vector), Normal (Vector), Loudness (Float), Step (Step Sense Step Info)Every footstep: foot, surface, ground location and normal, loudness, and the full step info.
On LandedSurface (TEnumAsByte<EPhysicalSurface>), Location (Vector), Normal (Vector), Impact Speed (Float), Intensity (Float), Step (Step Sense Step Info)Every landing above Min Landing Speed: surface, location, normal, impact speed, intensity 0-1, step info.
On JumpedStep (Step Sense Step Info)

Options & enums

EnumValues
FootLeft Right
StanceWalk Run Crouch Sneak
Step ModeAnim Notifies Automatic Hybrid
Noise ModeNone AI Perception (Report Noise Event) Make Noise (Pawn Noise Emitter)
Event TypeFootstep Jump Landing

Compatibility

UE 4.27StepSense 4.27.zipUE 5.8StepSense 5.8.zip

One ready-made build per engine version is included in the download β€” copy the one that matches your project.

PlatformSupported in
WindowsEditor & packaged
macOSEditor & packaged
ModuleTypeLoading phase
StepSenseRuntimeDefault

Technical details

Code modulesStepSense (Runtime)
Blueprints0 Β· C++ classes: 7
Network replicatedNo
Development platformsWindows: Yes, Mac: Yes
Target build platformsWin64, Mac
Third-party softwareNo
Engine versionsUnreal Engine 4.27 Β· 5.8 β€” a build for each is included
C++ classes7 + 3 structs
Blueprint nodes37
Events3
DocumentationDocumentation.html (in the download)
DownloadStepSense.zip Β· 187 KB
Versionv1.0.0

What's in the download

FileWhat it is
StepSense 4.27.zipPlugin build for Unreal Engine 4.27
StepSense 5.8.zipPlugin build for Unreal Engine 5.8
Documentation.htmlDocumentation (open in a browser)

Quick start

  1. Unzip the download and pick the build that matches your engine (4.27 Β· 5.8).
  2. Copy the StepSense folder into your project's Plugins/ folder (create it if needed).
  3. Open the project, enable StepSense under Edit β€Ί Plugins and restart the editor.
  4. Right-click in any Blueprint graph and search StepSense β€” or include the public headers from C++.
  5. Package for your target platform (Windows, macOS).

Good to know

Built and verified warning-free for Unreal Engine 4.27 and 5.8. C++ classes: StepSense component, StepSense Footstep anim notify, StepSense Profile (data asset), StepSense Surface Volume, StepSense Subsystem (world subsystem), StepSense Settings (project settings) and StepSense Library. Uses only engine modules (AIModule for AI hearing); Niagara is not required - Niagara effects are spawned from the On Footstep event, Cascade particles directly. Footsteps are cosmetic and not replicated; they play on every machine running the character, and AI noise is reported where the owner has authority. No content assets are included. The module is enabled for Win64 and Mac; the code is platform-independent engine C++ with no OS-specific calls. Developed and maintained by Alpha XP.

Everything included

  • StepSense Footstep anim notify with foot and bone/socket, tracing down from the foot
  • StepSense Profile data asset per surface type or physical material: sounds,…
  • Automatic stepping without notifies: speed-based stride, alternating feet, Hybrid mode
  • Jump and landing sounds and effects scaled by the fall velocity
  • Speed- and stance-based loudness: walk, run, crouch and sneak multipliers, optional…
  • Surface override volumes for puddles, snow, carpets and shallow water
  • Footprint decals with lifetime, fade and a world-wide max-count pool (oldest removed…
  • Left/right alternation with mirrored or separate right-foot decals and per-foot offsets
  • AI hearing: noise events with loudness and range for AI Perception or Pawn Sensing
  • Per-character profile layered over the default profile, with profile inheritance
  • Throttle: minimum interval per foot, max simultaneous sounds per character and per world
  • Wet and dirt trails: the next N footprints keep the previous surface's decal
  • On Footstep, On Landed and On Jumped events
  • Blueprint library: Trace Surface, Get Surface Name, Play Step At Location, Report Step…
  • StepSense.Debug console variable
  • No plugin dependencies, no content required, C++ only

Platforms

WindowsmacOS

Requirements

  • Unreal Engine 4.27 and 5.8
  • Develop on Windows (Win64)
  • Blueprints and C++

In the download

FileStepSense.zip
FormatZIP
Size187 KB
Versionv1.0.0
SHA-256eeb1a033fce7d27c…

Personal

$11.99

One non-commercial project

  • 1 activation seat
  • 1 year of updates
  • One end product
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  • Community support
  • 14-day refund window
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Commercial

$59.99

Ship paid products

  • 5 activation seats
  • 1 year of updates
  • One paid end product
  • Unlimited end users
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  • Source files
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Extended

$189.00

Resell & white-label

  • Unlimited activation seats
  • Lifetime updates
  • Unlimited end products
  • White-label & resell
  • 1-hour SLA
  • Seat-free team use
  • 14-day refund window
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One purchase per product, no subscription. Each licence comes with a signed key β€” 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.

  1. v1.0.0Latest
    • Unreal Engine 4.27 and 5.8
    • Blueprint and C++ API, HTML documentation
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