FOLEY EDITOR TOOL
Live Demo
A standalone Unreal Engine editor plugin that turns footstep and foley event authoring from a manual, per-animation chore into a batch operation. Built as an extension of Epic's FootstepAnimEventsModifier, it detects foot strikes, generates sync markers and notifies, converts between the two, and cleans up legacy data — across one animation or hundreds at once.
Standalone UE 5.7 editor plugin · C++
01 | Workflow
Docked Editor & Batch Processing
The tool runs as a docked "Foley Editor" window right next to the Details panel inside any animation sequence — no separate windows, no context switching. Tune detection settings, run, and watch the notifies land on the timeline.
The same workflow scales: select any number of animations in the Content Browser and launch the batch edit window to process the whole set in one pass — built to handle large animation libraries, not just one-off sequences.
02 | Presets
Config-Backed Preset System
A Developer Settings config (Engine → Foley Editor Config → Saved Presets) stores and loads complete tool setups, and a preset drop-down fills every field in one click — speeding the process tenfold on repeat work. The plugin ships with curated presets that generally work for bi-pedal skeletons, and teams can add or delete their own per project, stored in the project's own config rather than the plugin's.
03 | Detection
Per-Foot Detection Settings
Detection is driven by SampleRate, GroundThreshold, and SpeedThreshold, with optional removal of pre-existing notifies or sync markers before a pass. Each FootDefinition pairs a foot bone with a reference bone and independently controls what gets generated per foot:
FootDefinition
├─ FootBoneName · ReferenceBoneName
├─ bShouldGenerateSyncMarkers
│ └─ Track Name · Marker Name · Detection Technique
└─ bShouldGenerateNotifies
└─ Track Name · Notify Class · Detection Technique
04 | Conversion & Cleanup
Migrating Existing Animation Data
Real projects rarely start clean, so the tool migrates what's already there. GenerateNotifiesFromSyncMarkers scans selected animations for existing sync markers, auto-populates the lane mappings, and generates notify tracks with the chosen notify class placed at every marker.
ReplaceExistingNotifies swaps notify classes across a whole selection: a Match button scans for existing classes and auto-suggests replacement pairs — picking the best match for left/right variants — with old-class and new-class pickers and optional property copying from the originals. OrphanedNotifies handles the leftovers: scan for notifies whose classes no longer resolve, match them by name pattern, and re-point them at a valid class.
05 | Safety
Execution Log with Undo / Redo
Every run leaves a visible snapshot trail in an execution log inside the window, with undo and redo actions per entry — batch operations across hundreds of animations stay reversible, which is what makes the batch workflow safe to actually use.
In Development
Animation-name context (bUseAnimationNameContext)
The runtime side of this workflow is covered in the Footstep System breakdown and the Advanced Audio System plugin.