in the latest version of unreal all you have to do is connect stop to "completed" in IA_Move instead of false on the branch this will stop the footstep sounds when player is not moving
Yeah kinda weird to make new inputs from the old system when you can just use the new IA ones :D Thank you for this. I was trying to do it but with a branch node instead of just using completed for stop.
Bro thank you so much for this tutorial! I had used another tutorial, but there was a problem with playing footsteps while sprinting and I just couldn't get it to work the way I wanted it to. This tutorial eliminated my problem and was easy enough to implement in my own code, now I can focus on adding more to my project, thank you so much again!!
Thank you for this tutorial, it was helpful to see this approach! Any chance you'll use MetaSounds in a future video? Would love to see that implemented in a tutorial showing how to set up different surface footsteps! Cheers!
Hey man love the videos I would love a video where you explain how you could add like a moveing camera sound when the player moves sort of like the came The Complex (backrooms). I have been stumped on this for ages and would love to have that feature in my game
for me it was because i kept the default movement and just plugged the timeline in but when i made the movement like he said the sound stopped when i stopped
Unfortunately, no dice. The sound is still playing every frame. Tutorial also doesn't seem to account for the new movement systems, which I've already integrated into the project - redesigning the whole control scheme just for footsteps seems a bit wonky. All I want it to do is loop a sound effect for as long as the player is holding down a movement key and is on the right kind of terrain. I got it working on different kinds of terrain with other tutorials, but nobody seems to have a solution for the earrape where it plays the sound on every frame - and all the people in the comment sections seem to be having the opposite problem of it not stopping when the movement stops.
@@PuniieGodx Well no surprise there - if I wasn't doing anything wrong, I'd wager I wouldn't have a problem. Issue is just that following this particular tutorial now results in outdated and erroneous actions.
@@karnewarrior this is quite late, but i had a similar issue; it turned out (at least for me) i missed the part where you need to mark the "loop" button in the timeline (11:30)
Hi there! are you going to include this in the VHS Project For UE5 you're selling on gumroad? Would be great to have it become a fully functional, ready to use first person controller! (I'd advise not to add Megascan content in the next update, you accidentally left some files in the VHS project ;) )
I followed this tutorial and it worked except for sometimes when I jump (Even without moving forward) the footstep sound will play. Any suggestions of a way to prevent this sound from playing while jumping?
In the Event Graph plug a "EnhancedInputActionIA_Move" node (Completed Pin) into the "Stop" node. It stopped the looping for me. (I didn't change the movement input like this tutorial says I left it as default)
see the Event Graph, probably you add the "Get Foward Vector" for the Foward and "Get Right Vector" to the Right, but you need "Get Actor Foward Vector" and "Get Actor Right Vector"
In the Event Graph plug a "EnhancedInputActionIA_Move" node (Completed Pin) into the "Stop" node. It stopped the looping for me. (I didn't change the movement input like this tutorial says I left it as default)
Hey man, great tutorials! Just wanted to say, that there are some people copying your tutorials without even mentioning you. youtube.com/@melonpolygonsofficial
@@darkfox747 explain what problem you're having. Because EVERYBODY else in the comments says it works great, and I just told you I got it working in VR.
in the latest version of unreal all you have to do is connect stop to "completed" in IA_Move instead of false on the branch this will stop the footstep sounds when player is not moving
Yeah kinda weird to make new inputs from the old system when you can just use the new IA ones :D Thank you for this. I was trying to do it but with a branch node instead of just using completed for stop.
Nice tip!
the goat
Thank you
This comment is everything. Thank you so much for it.
Bro thank you so much for this tutorial! I had used another tutorial, but there was a problem with playing footsteps while sprinting and I just couldn't get it to work the way I wanted it to. This tutorial eliminated my problem and was easy enough to implement in my own code, now I can focus on adding more to my project, thank you so much again!!
i had a similar issue awhile back and had to use a couple booleans to fix it. it was messy lol.
i love you, you save my life with this
You're the best bro! only your guide turned out to be working!
4 tutorials and 3h keyboard smashing later i found you
your saving my college work bro thank you so much
☺
Hello, I watched a lot of tutorials on TH-cam and they were all very bad, but your work helped me a lot!
Happy to help☺
thank you for making the best tutorial out there on this topic. thank you
I just watched all the videos man lol thanks again cant wait for the next one.
Happy to Hear!☺
Thank you for this tutorial, it was helpful to see this approach!
Any chance you'll use MetaSounds in a future video?
Would love to see that implemented in a tutorial showing how to set up different surface footsteps!
Cheers!
For folks that have a problem with stopping the footstep sounds, don't worry, watch part 2 where he addresses this issue in the beginning!
love your videos
☺
Thanks For The Awesome Tutorial!
This helped me soo much thanks!
Hey man love the videos I would love a video where you explain how you could add like a moveing camera sound when the player moves sort of like the came The Complex (backrooms). I have been stumped on this for ages and would love to have that feature in my game
I really like your content !
Thank you very much❤
Very nice tutorial thank you!
Still works in newest Unreal 5.4! Has the same bugs too, lol, but the video addresses it.
love u bro
Also looking for part 2 :)
you're a hero
This seems like a great method, but I have the same problem a lot of others do. When I stop walking, the footstep cue continues to loop forever.
for me it was because i kept the default movement and just plugged the timeline in but when i made the movement like he said the sound stopped when i stopped
@@RedditStorriesFr yea but i made the movement like he said to do, my A and D key brings be right, and both my W and S key brings me forward
same @@OofyMan212
In the Event Graph plug a "EnhancedInputActionIA_Move" node (Completed Pin) into the "Stop" node. It stopped the looping for me.
@@Similitude🙏
It worked on ue4, thanks
I set up everything exactly. But after I sprinted, walking sound effect is getting slower? How can I solve it? Everything is same as yours.
Unfortunately, no dice. The sound is still playing every frame. Tutorial also doesn't seem to account for the new movement systems, which I've already integrated into the project - redesigning the whole control scheme just for footsteps seems a bit wonky.
All I want it to do is loop a sound effect for as long as the player is holding down a movement key and is on the right kind of terrain. I got it working on different kinds of terrain with other tutorials, but nobody seems to have a solution for the earrape where it plays the sound on every frame - and all the people in the comment sections seem to be having the opposite problem of it not stopping when the movement stops.
than you are doing something wrong because im on UE 5.4 and its working perfect on my end
@@PuniieGodx Well no surprise there - if I wasn't doing anything wrong, I'd wager I wouldn't have a problem.
Issue is just that following this particular tutorial now results in outdated and erroneous actions.
@@karnewarrior this is quite late, but i had a similar issue; it turned out (at least for me) i missed the part where you need to mark the "loop" button in the timeline (11:30)
@@karnewarrior I know I'm late, but you need to connect the stop playing to the complete node of your input action event.
one problem,sound doesnt stop when i stop,what did i do wrong?
Hi there! are you going to include this in the VHS Project For UE5 you're selling on gumroad? Would be great to have it become a fully functional, ready to use first person controller!
(I'd advise not to add Megascan content in the next update, you accidentally left some files in the VHS project ;) )
thank you so much
Part 2?
can you do many simple puzzles in one video please?
I followed this tutorial and it worked except for sometimes when I jump (Even without moving forward) the footstep sound will play. Any suggestions of a way to prevent this sound from playing while jumping?
You Could Do Another Branch To See If The Player "IsInAir" And If True Then Dont Play The Sound
Anyway to disable the footsteps while moving into a box collision that is on a actor/static mesh?
I check the loop in timeline but when i stop walking, the sound loop for ever :/
did u find a solution?
@@lilbon6073 no
in trace footsteps you choose multi sphere trace by channel choose sphere trace by channel
@@Russie-UkraineRP I have the same problem even with the proper channel
In the Event Graph plug a "EnhancedInputActionIA_Move" node (Completed Pin) into the "Stop" node. It stopped the looping for me. (I didn't change the movement input like this tutorial says I left it as default)
Where can i find the footstep sounds that you used?
Thx.
1:12 how did you get those sounds please tell me
Hello, very good video... could you download the sounds?
What's the trick for making a sound on Jump?
it works but i dont have at least 3 sounds and where can i get them for free?
thanks!
Thanks
I cant get break vector 3f? I can only get break vector
From where can I get footsteps sound
Where can I get good single footstep sounds?
I think you can separate the sounds of walking yourself, otherwise you can hardly find it anywhere
@@anlag1215 Oh alright
Where can I download the footstep sounds?
my sound dont stop when I dont walk someone can help me ?
with me, when i press "w" i walk to my right and when i press "s" i walk to my left, with the "a" and "d" it doesnt work idk why, someone help me pls.
see the Event Graph, probably you add the "Get Foward Vector" for the Foward and "Get Right Vector" to the Right, but you need "Get Actor Foward Vector" and "Get Actor Right Vector"
Part 2 still coming?
Yes soon i promise, just have lot of school rn sorry
@@EREMENTALSTUDIOS Would be perfect to add one more different sound effect when the character is sprinting, and the sound should be heavy and dull.
why if i stop sound is looping?
In the Event Graph plug a "EnhancedInputActionIA_Move" node (Completed Pin) into the "Stop" node. It stopped the looping for me. (I didn't change the movement input like this tutorial says I left it as default)
i cant find that enhancedinput thing?@@Similitude
Me too@@RRRR_281
Hey man, great tutorials! Just wanted to say, that there are some people copying your tutorials without even mentioning you.
youtube.com/@melonpolygonsofficial
Haha that's so funny, Thank you for mentioning it☺
Копирует? По моему он даже лучше делает :/
All you have to do is delete your movement code :)))))))))))
DOES NOT WORK!!! 🔊🔊🔊🔊🔊🔊🗣🗣🗣🗣🗣🗣
Does not work, bad tutorial.
Does work. You did something wrong. I just set this up in a vr project.
@@moneymike787 it sucks it doesn't work
@@darkfox747 explain what problem you're having. Because EVERYBODY else in the comments says it works great, and I just told you I got it working in VR.
@@moneymike787 I did everything in the video and it doesn't work, that tutorial is just bad 💀
Part 2?