For this setup, the Event Graph is essentially responsible for handling the trace operation, which simply casts down through the foot of the character, looking for some sort of obstacle. If it finds something, it stores the distance so that it can be used later in the Animation Blueprint to move the effector for the IK.
One of the important points about this graph is the use of a custom function called IKFoottrace. This function takes in a distance and Socket name, using those as the basis for the trace operation. It then returns an offset value based on those results that will be later used to offset the location of the IK effector.
In this image, you can see the IKFoottrace function. Click the image for a larger view or Right-click and Save As.
And here is the event graph. With the help of the above function, you can see that its main job in this instance is just to perform traces for the right and left feet.
Here is the base level of the Event Graph. Click the image for a larger view or Right-click and Save As.
The result of this is that during each tick of the game, there is a downward trace taking place, looking for an impact point which would designate some uneven piece of ground to be accounted for. When found, the distance to that point is stored as an IK offset to be used later on in the Animation Blueprint.
In the image above, the green diamond represents the location of the Socket used as the trace starting point. The red arrow represents the trace itself.
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