Wednesday, 25 February 2015

Footstep Sounds Update_04

I have came to the conclusion that the problem with UDK calling the defualt footstep sounds at certain points in the level. Each of these points has more than one physical material present on the floor, for example the water room is made up of the stone floor, dirt layer and water. In the start room I have worked around this issue (where there was stone and dirt meshes interlocked on the floor) by simply deleting the dirt layer. This leaves only one possible material for UDK to reference a footstep to and appears to have worked.

I have tried this method with the water room also but still have default footsteps being called back, there must be a way to prioritise which material takes the lead in these types of situation. I have asked the forum members at Epic Games but have yet to find a solution to the problem. So the entire level is fine apart from the wet floor and the cave floor where defaults are still being called.


This option is found within the properties of each static mesh, however the physical material override did not help the problem at all. I will need to revisit this issue in the future and hopefully with some advise from the post created on the Epic Games forum will be able to resolve it. 

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