If presuming that physics is used, could do raycast down, to resolve what node is below, and resolve from it what kind of material (wood, metal, water, grass, etc.) flooring it is and based into that select what sound is played for walking.
experimented quick hack of audio in PawnController
=> this is no go approach in longer term
TODO
Need to implement "state" logic for nodes, state can be, for example, "walk", "run", etc., and audio should be selected based into state, not hardcoded into controller
allows more generic and manageable audio playing logic
NOTE
considering that "fire" is not state of player, but state of weapon
thus player can be "walk" or "run", while gun can be "idle" or "fire" during that.
=> thus means that state should be actually in LodMesh, since weapon is just mesh, without node
=> perhaps need to consider logic of having invisible node for weapon, which then is attached into LodMesh list of parent node(?!?!). Or placement of child node is specified to be "socket", and then is resolved from animation data of parent(?!?)
If presuming that physics is used, could do raycast down, to resolve what node is below, and resolve from it what kind of material (wood, metal, water, grass, etc.) flooring it is and based into that select what sound is played for walking.