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
| Field | Type | Description |
|---|---|---|
SurfaceEffects | TArray<FAgenticFoleySurface> | Per-surface grid. One entry per EPhysicalSurface. |
GlobalVolumeMultiplier | float (0.1-3.0) | Global volume scalar for this data asset. |
bDebugTrace | bool | Draw debug trace lines per step (editor only). |
FAgenticFoleySurface
| Field | Type | Description |
|---|---|---|
SurfaceType | EPhysicalSurface | Which physical surface this entry configures. |
DefaultVFX | UNiagaraSystem* (soft ref) | Fallback Niagara system for unlisted events. |
AudioBank | UAgenticFoleyAudioBank* | MetaSound audio routing for this surface (C++ DataAsset). |
DefaultEventTag | FGameplayTag | Fallback event tag (usually Foley.Event.Walk). |
Effects | TArray<FAgenticFoleySurfaceEffect> | Per-event VFX overrides. |
NoiseLevel | float (0.0-1.0) | AI perception noise scalar for this surface. |
FootprintIntensity | float (0.0-1.0) | Stamp alpha for footprint deformation. |
TrailIntensity | float (0.0-1.0) | Stamp alpha for continuous trails. |
VolumeMultiplier | float (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
| Field | Type | Description |
|---|---|---|
EventTag | FGameplayTag | Which foley event (e.g., Foley.Event.Walk). |
VFX | UNiagaraSystem* (soft ref) | Niagara system for this specific event. |
bAttached | bool | Attach VFX to the actor. |
AttachSocket | FName | Socket name for attached VFX. |
SpawnOffset | FVector | World-space offset for VFX spawn. |
Canonical Event Tags
| Tag | When |
|---|---|
Foley.Event.Walk | Slow gait footstep |
Foley.Event.Run | Moderate gait |
Foley.Event.Sprint | Fast gait |
Foley.Event.Jump | Jump pushoff |
Foley.Event.Land | Landing impact |
Foley.Event.Slide.Loop | Slide contact |
Foley.Event.Scuff | Foot drag, idle fidget |
Foley.Event.Jog | Medium-speed variant |
Foley.Event.Handplant | Parkour hand plant |
Foley.Event.RunSoft | Stealth / crouched run |
Foley.Event.Tumble | Roll / ragdoll contact |
Foley.Event.ScuffPivot | Turn-in-place foot drag |
Foley.Event.ScuffWall | Wall 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
| Field | Type | Description |
|---|---|---|
Assets | TMap<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:

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
| Field | Type | Description |
|---|---|---|
Events | TArray<FAgenticFoleySlotEventSet> | Per-event wave sets. |
DefaultEventTag | FGameplayTag | Fallback for unlisted events. Set to Foley.Event.Walk. |
FAgenticFoleySlotEventSet
| Field | Type | Description |
|---|---|---|
EventTag | FGameplayTag | Which foley event this wave pool covers. |
Waves | TArray<USoundWave*> | Random wave pool. 5-8 recommended for high-frequency events. |
VolumeMultiplier | float (0.0-5.0) | Per-event volume scalar. Walk ~0.4, Land ~0.8 typical. |