Player footfalls and environment FX

Now our player finally gets some footstep sounds of their own. Again, we'll work with what we've got, but we can hopefully find a few types to at least prove out the system so helping teammates in future work should come easily. The footfall work can be done almost identically to the projectile hits, but we'll trigger it from specific moments in the player's (albeit very limited) moving animation. These will simply trigger a ray-cast, we'll get the material, and once we have it, the work will make footsteps work everywhere we go.

First, MasteringCharacter needs the same struct as our projectile just got. In general, assuming more things will use this shared functionality, I'd move the struct and some of ...

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