An important part of game design that is often unnoticed is footsteps. For my project I felt it appropriate to add in footsteps for my character, and for the sounds to change when he stepped on a different surface. To begin I needed to open up my characters run loop animation and create a new notify so that I could bring them into a blueprint later on, I simply named these notifies “Footstep_L” and “Footstep_R”I placed these notifies where the foot hit the ground so that the sound would play at the appropriate time.The next step was to sort out the blueprints for the sounds, within my character animation event graph I would assign the sounds I have imported to certain titles. Below you can se that I have imported the two notifies and connected them to a “LineTraceBy Channel”. After Establishing the actor location, I could drag out a “GetSurfaceType” node, along with a “select” node to assign sounds to certain titles. The next step was to create a physical material, so that I could assign the sounds to the normal materals. This was simply done by opening a physical material and changing the “surface type” to what ever title I assigned a sound to As you can see below I have opened up the landscape material, and under “physical material”, I have inserted the dirt material , so when ever the character steps on this material, the “dirt” sound file would be played. I later did the same with the wooden material. I would of liked to make multiple sounds to the landscape afterwards, since the land varies from stone path to dirt, however I could not find away to apply these to plain textures, I think in the future I might have to make the path a separate mesh al together.