Surface-Based Footprint Decals in Unreal Engine 5 (Dynamic & Fading)

Опубликовано: 24 Апрель 2026
на канале: Tank Control Games
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Learn how to create dynamic, surface-based footprint decals in Unreal Engine 5 that change based on surface type.

In Part 4 of the Surface Detection series, we build a footprint system using decals and physical materials. Footprints only appear when transitioning off specific surfaces (snow, mud, water, blood), gradually fade out, and can swap textures as the effect weakens — creating a much more believable result.

👉 Watch Part 1:
Detect Surface Types & Dynamic Movement
   • Detect Surface Types in Unreal Engine 5 — ...  
👉 Watch Part 2:
Surface-Based Footstep Sounds with MetaSounds
   • Footstep Sounds by Surface Type in Unreal ...  
👉 Watch Part 3:
Footstep VFX by Surface Type (Niagara)
   • Footstep VFX by Surface Type in Unreal Eng...  

📦 Required Footprint Texture Files (Free)
Includes resized 1K textures with alpha already set up
https://drive.google.com/file/d/1c3f4...
🎨 Optional More Free Footprint Textures
https://resourceboy.com/textures/foot...

⏱️ Timecodes
00:00 – Intro & Footprint System Overview
00:30 – Texture Setup & Asset Prep
01:30 – Surface Detection Logic Changes
03:30 – Footprint Activation & Timers
07:30 – Footstep Trace Cleanup
11:30 – Spawning Footprint Decals
14:00 – Decal Placement & Rotation
17:30 – Driving Decals with Parameters
21:00 – Texture Variation Over Time
24:00 – Building the Footprint Decal Material
29:30 – Fade-Out & Lifespan Control
31:30 – Multi-Surface Support
32:45 – Final Test
33:30 – Outro & Next Episode Preview

💬 Join the Community
Want help, feedback, or to show off your work?
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