I added a footstep effect to our main character, “The Rat,” using a Niagara particle system.
I first defined the overall flow and rhythm of the burst timing, then modeled a custom mesh to replace the default sprites. After that, I created a material to introduce color variation and give the effect more visual interest.
To make the effect actually work in gameplay, I added notifications to the character’s animation sequence. These notifies mark the timing of each contact pose and trigger the footstep effect at the correct moment.