INSODIMENSIONStudios
FoleyReference

Data Assets

UAgenticFoleyDataAsset and UAgenticFoleySlotBank configuration reference

Data Assets Reference

Three data asset types drive the foley system: UAgenticFoleyDataAsset for per-surface configuration, UAgenticFoleyAudioBank for per-surface MetaSound routing, and UAgenticFoleySlotBank for equipment audio layers. All three are native C++ DataAssets — the plugin runtime has zero /Game/-path Blueprint dependency after the 2026-04-12 AudioBank migration.


UAgenticFoleyDataAsset

The single source of truth for what plays when a foot contacts a given surface with a given event.

Top-Level Fields

FieldTypeDescription
SurfaceEffectsTArray<FAgenticFoleySurface>Per-surface grid. One entry per EPhysicalSurface.
GlobalVolumeMultiplierfloat (0.1-3.0)Global volume scalar for this data asset.
bDebugTraceboolDraw debug trace lines per step (editor only).

FAgenticFoleySurface

FieldTypeDescription
SurfaceTypeEPhysicalSurfaceWhich physical surface this entry configures.
DefaultVFXUNiagaraSystem* (soft ref)Fallback Niagara system for unlisted events.
AudioBankUAgenticFoleyAudioBank*MetaSound audio routing for this surface (C++ DataAsset).
DefaultEventTagFGameplayTagFallback event tag (usually Foley.Event.Walk).
EffectsTArray<FAgenticFoleySurfaceEffect>Per-event VFX overrides.
NoiseLevelfloat (0.0-1.0)AI perception noise scalar for this surface.
FootprintIntensityfloat (0.0-1.0)Stamp alpha for footprint deformation.
TrailIntensityfloat (0.0-1.0)Stamp alpha for continuous trails.
VolumeMultiplierfloat (0.1-5.0)Per-surface audio volume scalar. Multiplied alongside the per-call volume and the DA's GlobalVolumeMultiplier when dispatching through PlayMetaSoundFoley or PlayFoleyAtOwner. Use when one surface's WAVs are mastered quieter or louder than its siblings (e.g. boost a pack's Concrete row to 3.5× to match its Dirt row).

FAgenticFoleySurfaceEffect

FieldTypeDescription
EventTagFGameplayTagWhich foley event (e.g., Foley.Event.Walk).
VFXUNiagaraSystem* (soft ref)Niagara system for this specific event.
bAttachedboolAttach VFX to the actor.
AttachSocketFNameSocket name for attached VFX.
SpawnOffsetFVectorWorld-space offset for VFX spawn.

Canonical Event Tags

TagWhen
Foley.Event.WalkSlow gait footstep
Foley.Event.RunModerate gait
Foley.Event.SprintFast gait
Foley.Event.JumpJump pushoff
Foley.Event.LandLanding impact
Foley.Event.Slide.LoopSlide contact
Foley.Event.ScuffFoot drag, idle fidget
Foley.Event.JogMedium-speed variant
Foley.Event.HandplantParkour hand plant
Foley.Event.RunSoftStealth / crouched run
Foley.Event.TumbleRoll / ragdoll contact
Foley.Event.ScuffPivotTurn-in-place foot drag
Foley.Event.ScuffWallWall contact scuff

UAgenticFoleyAudioBank

Per-surface MetaSound routing. Maps foley event tags to USoundBase assets (typically MetaSound Source presets). Replaces the legacy BP DABP_FoleyAudioBank — the 2026-04-12 migration moved the Assets map to typed C++, eliminating the last /Game/-path BP dependency in the runtime path.

Fields

FieldTypeDescription
AssetsTMap<FGameplayTag, TObjectPtr<USoundBase>>Foley event tag → MetaSound (or SoundWave / SoundCue) mapping.

Accessor

USoundBase* GetSoundForEvent(FGameplayTag EventTag) const;

One-liner on the hot path. Replaces the prior 40-line FMapProperty + FScriptMapHelper reflection walker used with the BP DataAsset.

Authoring

Right-click in Content Browser > Foley > Foley Audio Bank (the category comes from FAgenticFoleyEditorModule). Then fill the Assets map with one entry per event tag you care about, pointing each at the matching MetaSound preset:

FoleyAudioBank_Dirt internals — Assets map with per-event MetaSound presets

Wire the bank into your FAgenticFoleySurface entry's AudioBank field on the parent UAgenticFoleyDataAsset.


UAgenticFoleySlotBank

Audio-only equipment layer. Maps event tags to wave arrays for runtime equipment audio.

Top-Level Fields

FieldTypeDescription
EventsTArray<FAgenticFoleySlotEventSet>Per-event wave sets.
DefaultEventTagFGameplayTagFallback for unlisted events. Set to Foley.Event.Walk.

FAgenticFoleySlotEventSet

FieldTypeDescription
EventTagFGameplayTagWhich foley event this wave pool covers.
WavesTArray<USoundWave*>Random wave pool. 5-8 recommended for high-frequency events.
VolumeMultiplierfloat (0.0-5.0)Per-event volume scalar. Walk ~0.4, Land ~0.8 typical.