Detailed use

<h2 id="set-up-the-character">Set up the character</h2> <ol> <li>Add ADS Footsteps System to the character actor.</li> <li>Assign a Hard Surface Table DataTable using the Floor Surface Row structure.</li> <li>Check Mesh Component and set Wading Bones to the bones or sockets used as the wading threshold.</li> <li>Set Initial Profile Name to a key that exists in the Surface Data profiles.</li> </ol> <h2 id="configure-surface-data">Configure Surface Data</h2>

Create a Surface Data Data Asset and add profile keys such as Normal or Armor. An entry can use a reusable Footstep Profile Data asset or inline settings.

<h2 id="add-footstep-notifies">Add footstep notifies</h2>

Add NotifyFootADS to walk, run, or jump animations at each foot contact. Configure Foot Bone, Trace Up Offset, Trace Down Distance, and the trace collision channel.

<h2 id="configure-an-overlap-surface">Configure an overlap surface</h2>

Add an Overlapped Surface Component to the zone actor, assign its Surface Data, choose the collision component in Target Component, then run Apply Overlap Collision Settings.

<h2 id="change-profiles-and-extend-logic">Change profiles and extend logic</h2>

Call SetProfileName from Blueprint to change the active profile. For custom gameplay, derive a Blueprint from Footstep Surface Logic.