The Foley DataTable (DT_BFSAudioAssets
) is the core asset that determines which sound plays for each footstep or cloth event. Every row represents a single sound definition — tied to metadata like surface, outfit, foot, speed, and motion type.
This table is automatically queried at runtime by BFSFoleySystemComponent
using Gameplay Tags and trace data.
FOL+FS+[Phys]+[Shoe]+[Heel/Toe]+[Type]+[Speed]+[Index].wav
For example:
FOL+FS+Grass+Boot+Heel+Down+Walk+01.wav
FOL+CL+[Fabric]+[Index].wav
Example cloth file:
FOL+CL+Denim+01.wav
🧠 These names are unused at runtime, if you wish to match the name to the row data, use the Rename Rows utility from the BFSFoley menu.
Field | Description |
---|---|
FoleyType |
Either FS (Footstep) or CL (Cloth) |
FS Block |
Includes PhysMat , Shoe , bIsHeel , FootstepType , SpeedCategory |
CL Block |
Just the Fabric tag |
Assets |
Contains the linked MetaSound entry and routing info |
💡 See the Tags page for accepted values and tag hierarchies.
Use this editor tool to regenerate all row names based on the metadata fields:
Menu: BFS Foley → Data Table → Rename Rows
It ensures every row follows the correct naming structure.
Once rows are ready, export them into the MetaLibrary to auto-generate MetaSound assets:
Menu: DA_BFSMetaLibrary → ExportToDataTable()
This links metadata to actual audio routing with no manual duplication.
This keeps your logic and audio fully aligned with minimal maintenance.