Hello,
Verify the properties about the sound asset you use. Maybe you have the parameter “looping” checked.
Hello,
Verify the properties about the sound asset you use. Maybe you have the parameter “looping” checked.
So I’ve set up footstep sound effects in my default run animation. I only have one sound effect that plays at the beginning of the animation and just loops over and over again. For some reason when I jump the footstep sound effect still plays (even if there’s no sound effects in the jump animation). Why does that happen?
I do not have looping checked so what else could it be? Also for some reason the footstep only appears if I put it at the start of the run animation. If I put it at the end or the middle then it doesn’t appear when I jump. Another strange thing is that if I just press the W key once it should only play 1 step sound effect but instead it plays two. What’s going on?
Do you use a blend space asset and a custom anim instance for moving your character or a another way?
I ask this question because i suppose you’re talking about your main character. Personnaly, i made a custom anim with this UE official tutorial 10 - Building the AnimGraph .
The jump managing is present to the middle of the video. Maybe you can pick some ideas from this.
And do I need a model to do this or can I just use the arms that come with the first person layout because for the animation all I use is the arms and the default animations that come with the first person template.
Ah you use first person template…Do you use notify sound in your default run animation ? You can replace this by a custom notify. Next, in anim instance blueprint, you call your custom notify and choose to not playing the sound when the isInAir boolean is true.
Something like that:
run animation:
anim instance blueprint
Where did you get AnimNotify_footstep from? I added the PlaySound notify to my animation and called it footstep.
I did exactly that and nothing appears when I type in footstep in my anim blueprint. What’s going on?
nvm I just figured it out. I had the true false options in the branch backwards so therefore it only plays when I jump.
You cannot reference sound notify from anim instance blueprint.
For creating a custom notify in your animation just:
Right click on notifies zone (same as play sound notify)
new notify, give a name (footstep by example)
go to anim instance blueprint
in event graph, right click, type the name of the custom notify… and that’s it.
Oups, i wanted to delete my last post, but it deleted you post too, sorry. if the solution resolves the issue, mark my answer and the thread as resolved