INSODIMENSIONStudios

Troubleshooting

Common issues and solutions for Agentic Foley

Troubleshooting

Common issues and their fixes.


No Sound on Footsteps

Check FoleyData is set. The component requires a UAgenticFoleyDataAsset. Nothing plays without it.

Check physical surfaces are registered. Open Config/DefaultEngine.ini and verify +PhysicalSurfaces entries exist. Without them, every trace returns SurfaceType_Default.

Check the floor has a PhysicalMaterial. Select your ground mesh, look at Details > Physics > Phys Material Override. If empty, the trace falls through to the Default row (which works, but only plays the default surface sound).

Check GameplayTags are registered. Go to Project Settings > GameplayTags > Gameplay Tag Table List and verify /AgenticGASP/Data/DT_FoleyTags.DT_FoleyTags is listed.


VFX Not Spawning

Check Niagara plugin is enabled. The VFX pipeline uses UNiagaraFunctionLibrary::SpawnSystemAtLocation.

Check the DataAsset has VFX entries. Open your DA_FoleyConfig_* and verify DefaultVFX is set for the relevant surface, or that the Effects array has entries for the event being fired.

Check DA_FoleyConfig_Simple. The simple config uses GASP's stock Niagara particles. For richer VFX, author a custom UAgenticFoleyDataAsset that routes a VFX pack you own — see Compatible Audio Packs for the authoring workflow.


Reverb Not Working

Three layers must all be configured:

  1. Sound Class — Foley MetaSounds must use SC_AgenticFoley (not the engine default). Check apply_ambient_volumes = true.
  2. Audio Volume — Place an AAgenticReverbVolume in the level. The brush must contain the listener (camera), not just the sound source.
  3. Volume Size — Don't scale with the transform gizmo. Edit brush size via Details > Brush Settings > Cube Builder fields.

Multiplayer: Other Player Has No Sound

First, verify GameplayCueNotifyPaths is registered in your project. This is the #1 cause of silent-remotes. On editor startup, open Output Log and filter by LogGameplayCueNotify — you should see Added path /AgenticGASP/Audio/Foley. If it's missing, add this block to your project's Config/DefaultGame.ini and fully restart the editor:

[/Script/GameplayAbilities.AbilitySystemGlobals]
+GameplayCueNotifyPaths=/AgenticGASP/Audio/Foley

Or via UI: Project Settings > Game > Gameplay Abilities Settings > Gameplay Cue > Gameplay Cue Notify Paths. Single-player and standalone hide this bug because they don't exercise the replication fan-out — it only surfaces in 2+ player PIE or on a dedicated server. Full walkthrough in the Multiplayer guide.

Footsteps should work automatically. AnimNotifies replicate via the animation graph — every peer fires them locally.

For BP events (jump/land/slide): Make sure your character BP calls TriggerFoleyReplicated instead of the local-only TriggerFoleyEventForFeet.

For weapon impacts: TriggerFoleyFromSocket requires a UAbilitySystemComponent on the pawn. No ASC = silent drop on remote peers.


Footsteps Silent During Turns / State Changes (UE 5.7 GASP)

Symptom: Footsteps play during straight-line locomotion but drop out during turn-in-place, state transitions, or when animations blend out.

Root cause: The stock BP_AnimNotify_Foley* graphs shipped with UE 5.7 GASP start with Received Notify → Branch(NOT(Is Blending Out)). When an animation is blending out, the condition goes false and the entire dispatch chain is skipped. Older GASP versions didn't have this gate, so the sample was authored against the gate-less path.

Fix: Open the offending BP_AnimNotify_Foley* graph and either:

  • Wire both the Branch's True and False exec pins to the next node, OR
  • Delete the Branch + NOT + Is Blending Out nodes entirely — same result, cleaner graph

This applies to any BP_AnimNotify_Foley* notify migrated from a UE 5.7 GASP template.


Footprints Not Stamping

Check bEnableFootprints is true on the foley component.

Check a DrawingBoard exists in the level. The subsystem needs at least one AAgenticDrawingBoard to draw to.

Check the pawn has a brush. The component auto-creates a brush in BeginPlay, but if CachedPawn is null (nested child actor issue), it can't attach. Check the Output Log for [AgenticFoley] Warning messages.


Equipment Layers Not Playing

Check the MetaSound preset supports layers. Only MSS_FoleyLayered presets have Layer 1-3 chains. The old single-chain presets ignore slot bank parameters.

Check ApplySlotParameters is called. If you're using the BP path (AC_FoleyEvents::PlayFoleyEvent), wire ApplySlotParameters(AudioComp, EventTag) after SpawnSoundAttached.

Check the SlotBank has the right event tags. If the current event (e.g., Foley.Event.Sprint) isn't in the bank's Events array and no DefaultEventTag fallback is set, the layer is silent.


Build Errors After Plugin Install

Missing modules: Ensure GameplayAbilities is in your .uproject Plugins array.

Unresolved includes: Generate project files after installing the plugin.

Live Coding after Build.cs change: This corrupts caches. Clear Binaries/ + Intermediate/, do a full rebuild.