The BFS Foley System uses a centralized configuration asset and project-level settings panel to control core behavior, automation, and asset routing.
These settings must be correctly assigned or the system will fail silently.
Navigate to:
Edit → Project Settings → Plugins → BFS FoleySystem
Here you will find references to all core assets and templates used by the plugin.
Setting | Description |
---|---|
DataTable |
The main Data Table used to resolve all Foley events |
Wardrobe |
Limb material assignments for cloth and shoes — see Wardrobe |
BoneTraces |
Per-character trace definitions — see BoneTraces |
SpeedCategories |
Per-material thresholds for walking and falling — see Speed Categories |
MetaLibrary |
Audio variation and MetaSound routing manager — see Meta Library |
Template | Purpose |
---|---|
MetaSoundTemplate |
Used to generate new MetaSound assets with amplitude and variation handling |
SoundAttenuationTemplate |
Cloned to create new Attenuation profiles for each sound |
NotifyInserterWidget |
UI tool used for batch-inserting notifies — see Notifies |
🎯 Open each template at least once in-editor to ensure they compile correctly during import.
The system uses a project settings asset to access and cache core references during runtime and editor usage.
You can access these via rely on Blueprint-visible behavior through components and automation tools.
For example:
CreateCoreAssets
located in the Data Editor Tab