

Building a Scalable Footstep & Grass Movement System in Unreal
Stage 3 - Confex Level 1
Talk
~All~Arts, Animation & VFXTech & Coding
Information
This session provides an overview of a scalable footstep system designed to handle multiple character types, foot shapes, and surface interactions, including residual effects. It also covers the development of a dynamic grass movement system that reacts to players, AI, and projectiles in the environment. Both systems are built with performance in mind and optimized to scale across expansive worlds and large character counts. Implementation details include the use of Unreal Engine’s Niagara, Blueprint, and Material Editor.
Target Audiences
Tech Artists, Programmer, Unreal Engine Developers
Experience Level
Intermediate
Key Take Aways
- PCG Workflows
- Optimization
- Debugging
Session Type
Talk



