INSODIMENSIONStudios
FoleyReference

Component API

UAgenticFoleyComponent methods, properties, and delegates

UAgenticFoleyComponent API

The central foley component. Handles surface tracing, audio dispatch, AI noise, GAS cue replication, slot bank management, footprints, trails, and character SFX.


Properties

Core (Category: Foley)

PropertyTypeDefaultDescription
FoleyDataUAgenticFoleyDataAsset*NonePer-surface audio/VFX configuration. Required.
FootSocketsTArray<FName>[foot_l, foot_r]Foot bone names for biped/quadruped support.

Tracing (Category: Foley|Trace)

PropertyTypeDefaultDescription
TraceDistancefloat200.0Downward trace length in cm.
TraceChannelECollisionChannelVisibilityCollision channel for ground traces.

GAS (Category: Foley|GAS)

PropertyTypeDefaultDescription
FoleyGameplayCueTagFGameplayTagGameplayCue.Agentic.FoleyTag for GAS cue dispatch.

Audio (Category: Foley|Slots)

PropertyTypeDefaultDescription
BaseSlotGainfloat (0.0-5.0)0.25Base gain for equipment slot layers. Final slot gain = BaseSlotGain × SlotBank event VolumeMultiplier.

Master volume lives on the DataAsset, not the component. See GlobalVolumeMultiplier on UAgenticFoleyDataAsset for the 0.1-3.0 master scalar, and VolumeMultiplier on each FAgenticFoleySurface entry for per-surface tuning. Both are composed into the final volume on every dispatch path (PlayMetaSoundFoley, PlayFoleyAtOwner).

Footprints (Category: Foley|Footprints)

PropertyTypeDefaultDescription
bEnableFootprintsboolfalseEnable RT footprint stamps.
FootprintTextureUTexture*NoneDefault boot sole texture.
FootprintSizeFVector2D(25, 40)Stamp size in cm.
FootprintConfigsTArray<FAgenticFootprintConfig>EmptyPer-foot texture overrides.

Trails (Category: Foley|Trails)

PropertyTypeDefaultDescription
bEnableTrailsboolfalseEnable continuous drag trails.

Character SFX (Category: Foley|CharacterSFX)

PropertyTypeDefaultDescription
CharacterSFXConfigUDataAsset*NoneBreathing/effort configuration.

BlueprintCallable Methods

Trigger Methods

MethodDescription
TriggerFoleyEventForFeet(MeshComp, EventTag, FootSockets, bTraceSideways, Volume, Pitch, bPlayAudio)Fire foley for specific feet. Main entry point for AnimNotify-driven footsteps.
TriggerFoleyFromSocket(SocketName, MeshComp, EventTag, Volume, Pitch)Fire foley from any named socket (weapon impacts, shield bashes).
TriggerFoleyReplicated(EventTag, Volume, Pitch)Replicated foley for BP events (jump, land, slide). Routes through Server RPC.
StopFoleyReplicated(EventTag)Stop a looping replicated foley event (slide release).
PlayFoleyAtOwner(EventTag, Volume, Pitch, bTraceSideways)Recommended single-call BP entry. Collapses ResolveFoleySoundIsValidSpawnSoundAttachedApplySlotParametersDispatchFoleyVFX into one node. Composes final audio volume as Volume × surface VolumeMultiplier × DA GlobalVolumeMultiplier, so per-surface tuning from the DataAsset applies automatically. Returns the spawned UAudioComponent (or nullptr). Local-only — do not call from GAS cue handlers or replicated functions or audio will double-fire.

Lookup / Utility Methods

MethodDescription
ResolveFoleySound(EventTag, OutSound, OutSurface, bTraceSideways)Trace the ground, read the physical surface, and resolve the MetaSound for the event. Fills OutSound and OutSurface. Also updates trail brush state and broadcasts OnFoleyEventResolved. Use this if you need the sound or surface without spawning — otherwise prefer PlayFoleyAtOwner. Local-only.
GetAudioBankForSurface(SurfaceType)Audio bank lookup for MetaSound routing. No side effects.

Slot Bank Methods

MethodDescription
SetSlotBank(Slot, SlotBank)Assign a SlotBank to an equipment slot at runtime.
ClearSlot(Slot)Remove the SlotBank from an equipment slot.
GetSlotBank(Slot)Get the currently assigned SlotBank for a slot.

Audio Control

MethodDescription
ApplySlotParameters(AudioComp, EventTag)Push active slot bank parameters to a MetaSound AudioComponent.

Delegates

DelegateSignatureDescription
OnFoleyEventResolvedFAgenticFoleyTraceResultFires after every resolved foley event. Subscribe for breathing/SFX triggers.