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Add Footsteps to Motion
This section explains how to import your own sounds to Unreal Engine and how to add them to Motion.
Browse to a folder of your choice in the Content Explorer. We recommend
Press the green
Add/Importbutton and select
Import to..at the top.
Browse to the audio file you want to import and select it by double-clicking it and pressing the
Openbutton in the bottom right of the dialog.
Unreal Engine currently supports importing uncompressed little endian 16 bit wave files at any sample rate (although sample rates of 44100 Hz or 22050 Hz are recommended).
If imported successfully, you will see a new item in your Content Browser.
The imported sound will be imported as
Sound Wave. Motion requires sound assets to be a
Sound Cue. In the next step we will create a sound cue.
To create a
Sound Cue, right-click a Sound Wave and select
If successful, you will find a Sound cue in the Content Browser.
Next, we will add the sound cue to Motion.
There are multiple scenarios that we are going to cover in this part of the tutorial.
If you want to add a new sound file to an existing movement sound (e.g. walking on Gravel), open the respective Meta Sound Source located in
Then find the
Inputnode and click on it.
On the left-hand side, in the Details tab, you will find the
Soundsarray which holds all the sound cues that are used in this Meta Sound Source. Add your newly created sound cue to the array to have it in the list of randomly chosen sounds for this sound source.
If none of the existing sources fit where your new sound belongs to, you can easily create a new sound source.
We recommend cloning an existing source and replacing the content of the
Soundsarray if you simply want to add sounds for a new surface.
Right-click any existing sound source (except for MSS_MotionBase) and click
Duplicate. Then double-click, locate the
Inputnode, click it, and modify the content of the array.
Then, head make a new entry in the sounds table, as described on the Movement Sounds page.
Last modified 8mo ago