The main problem was to do with multiple materials under the players feet and so confusing UDK as to which footstep sound to play back.
The room where there is water on the floor was looked at first, again I tried to delete all non essential floor materials in this room (which had been tried before). Somehow this time it fixed the problem!
I can only assume that it has something to do with the new version of UDK that was installed. Now the custom water footsteps are being called as intended.
However the other area (within the cave) is still reverting to the (nasty) UDK default footstep sound. To fix this I have now redefined the default footstep sound in my custom sound class as my own sound. Perhaps not the greatest thing to do but it works in the given situation as the cave is the only place in the level were this problem is now happening.
Default footstep is called in situations where the material type under foot cannot be identified. here it is redefined to call my own sound in such situations. |
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