Footsteps in the Dust...
The sound effects were created by recording sounds before editing and mixing in Cubase Pro 8. All Foley sound effects used are mono, with placement in the listening envelope controlled by FMOD.
Sounds are triggered by UE4's Animation Blueprint, for Third Person in my example. As the animation reel plays, UE4 calls Notifies that call Events from FMOD. As you can see from the video, sounds are placed along the animation timeline to reflect the character's movements.
Randomisation is added to the Notify event in UE4 for balance: you don't want to call some SFX too often! Randomised variations in pitch and volume are controlled by upper and lower thresholds, defined in FMOD.
Short demo showcasing Foley effects in a live test environment.