# Change footstep sound based on material in UE4 Blueprint

**URL:** <https://qa.fmod.com/t/change-footstep-sound-based-on-material-in-ue4-blueprint/14354>\
**Category:** Unreal Engine\
**Created:** [February 6, 2019, 7:42am UTC](https://qa.fmod.com/t/change-footstep-sound-based-on-material-in-ue4-blueprint/14354 "2019-02-06T07:42:14Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![PondusEin](https://avatars.discourse-cdn.com/v4/letter/p/d26b3c/32.png) [@PondusEin](https://qa.fmod.com/u/PondusEin)\
**Post date:** [February 8, 2019, 7:57pm UTC](https://qa.fmod.com/t/change-footstep-sound-based-on-material-in-ue4-blueprint/14354/4 "2019-02-08T19:57:09Z")

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Found the solution, made a public Blueprint people can copy: [Change material footsteps Character posted by anonymous | blueprintUE | PasteBin For Unreal Engine](https://blueprintue.com/blueprint/oj0eebr4/)

It’s almost like the one bohdonsayre\_fs, and what he said is relevant here as well:

“In FMOD, use a single event with one parameter called SurfaceType, and place MultiInstruments on the SurfaceType timeline (not on the main timeline), at each integer value (0, 1, 2, …) that match the SurfaceTypes you defined in ProjectSettings (the Celeste demo project from FMODs site has an example of this setup)”

> [@Change footstep sound based on material](https://qa.fmod.com/t/change-footstep-sound-based-on-material/14027/6):
>
> Here’s a solution that uses a custom AnimNotify Blueprint, and isn’t dependent on the animation blueprint or other classes: Setup SurfaceTypes in ProjectSettings Create Blueprint class based on AnimNotify named FootstepNotify In ReceivedNotify of the Blueprint, perform the line trace against visibility, get surface type, play event at location (with AutoPlay disabled), set surface type parameter on the event, then play the event (See blueprint graph below) In FMOD, use a single event with one …

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_[View the full topic](https://qa.fmod.com/t/change-footstep-sound-based-on-material-in-ue4-blueprint/14354)._
