Agentic Foley
Surface-aware foley framework for Unreal Engine 5.7 — footsteps, gear layers, breathing, footprints, and GAS-replicated multiplayer audio
Agentic Foley
Surface-aware foley for Unreal Engine 5.7. Drop a component on your character, assign a DataAsset, and get surface-detected footsteps, equipment audio layers, breathing, deformable footprints, and multiplayer replication.
Key Features
- Surface-Aware Audio — Traces under each foot, reads PhysicalMaterial, picks audio + VFX per surface. 13 surfaces out of the box.
- Equipment Layers — Three runtime-swappable slot banks (Armor, Gear, Extra). Swap chainmail for leather with one line of code.
- Multiplayer — GAS GameplayCue replication with local prediction. No custom RPCs to wire.
- Breathing + Character SFX — Exertion-driven breathing loops with sprint transitions and effort one-shots.
- Footprints + Trails — RT-deformed footprint stamps and continuous drag trails per surface.
- AI Noise — Authority-side noise emission per surface, per step.
- GASP-Native — Built for Epic's Game Animation Sample. Uses the free sneaker wavs GASP ships.
Getting Started
- Quick Start Guide — Get surface-aware footsteps working in 5 minutes
Guides
- Surface Setup — Physical materials, surface types, per-surface VFX
- Equipment Layers — SlotBank authoring, runtime swapping
- Character SFX — Breathing, efforts, sprint transitions
- Footprints + Trails — RT deformation, brush configuration
- Multiplayer — GAS replication, entry points, cue payload
- Reverb Volumes — Room presets, sound class setup
Reference
- Component API — UAgenticFoleyComponent methods and properties
- Data Assets — UAgenticFoleyDataAsset, FAgenticFoleySurface
- MetaSound Nodes — Custom MetaSound node reference
- AnimNotify — UAnimNotify_AgenticFoley modes and configuration
Help
- Compatible Audio Packs — Marketplace packs with pre-built configs
- Troubleshooting — Common issues and solutions
Requirements
| Requirement | Version |
|---|---|
| Unreal Engine | 5.7+ |
| GameplayAbilities | Required (Engine Plugin) |
| MetaSound | Required (Engine Plugin) |
| Niagara | Required (Engine Plugin) |
| GASP | Recommended (not required) |
Architecture
UAgenticFoleyComponent (on Character)
├── Surface Tracing (per-foot raycast → PhysicalMaterial)
├── Event Dispatch (unified pipeline → DispatchFoleyResolved)
├── MetaSound Routing (4-layer: surface + armor + gear + extra)
├── Surface VFX (Niagara per-surface, per-event)
├── AI Noise (authority-side, per-surface loudness)
├── SlotBanks (3 runtime-swappable equipment layers)
├── Footprints (RT stamp per foot contact)
├── Trails (continuous movement deformation)
└── Character SFX (breathing, efforts, pain)