The BFS Foley System uses two key template assets to generate MetaSound and attenuation assets for every sound variation:
You can configure both templates in:
Project Settings → Plugins → BFS FoleySystem
MetaSoundTemplate
→ cloned to create new MetaSound entriesSoundAttenuation
→ cloned for each new attenuation assetThese are used during import via the Meta Library.
These template assets must be opened once in-editor before importing sounds.
Until they're opened, Unreal Engine may not compile them properly — which can cause runtime issues or silence.
You can customize either template before any import to control how generated assets behave.
This template controls how each MetaSound behaves. It should contain:
Amplitude
(float) — driven by motion intensityAssets
(array) — injected at runtime with the sound variationsLoop
(bool) — used for cloth soundsYou can also add:
🎲 Variation selection is randomized at runtime from the
Assets
array — giving each step or motion a natural feel.
The attenuation asset defines how each sound spatializes in the world (e.g., radius, rolloff, spread).
If you don't assign a custom one during import, a clone of this template will be used automatically.
These templates are global defaults — but any generated MetaSound entry can be edited later to assign:
The system will not override manual changes once a custom reference is set.
This gives you complete control over automatic creation, while still allowing per-sound customization.