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event hit (hit phys mat) always return (default) in surface type

in my projectile blue print event hit (hit phys mat) always return (default) in surface type which is the first surface type and i have a several of surface types

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asked Feb 05 '15 at 12:34 PM in Blueprint Scripting

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MuhammadMadi
75 12 16 20

avatar image me4dinosaur Feb 18 '16 at 08:23 AM

I'm also in for this. I have every physical material setup both in project settings and arranged in each's configuration but it's always default.

avatar image Ryan Kratt Feb 25 '16 at 12:32 AM

Bump for me too. Projectile always returns default physics material no matter what I override with various cubes and meshes.

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4 answers: sort voted first

Here's a method I used to get different footstep sounds depending on the surface. Using a Switch on EPhysicalSurface would work also.

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answered Feb 25 '16 at 01:08 AM

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Stevadore
63 1 6

avatar image Ryan Kratt Feb 25 '16 at 01:12 AM

This works for me, its just the event hit for projectiles that is causing trouble. Still, thanks for taking the time to answer! =]

avatar image Stevadore Feb 25 '16 at 01:25 AM

Here's what I use for my projectiles' event hit. Just in case it could help.

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untitled-3.png (4.4 MB)
avatar image Ryan Kratt Feb 25 '16 at 01:49 AM

Are you using the the binary 4.10.4?

avatar image Stevadore Feb 25 '16 at 02:20 AM

Yes, I'm using the latest version. Also, make sure in your collision component that "return material on move" is checked. That stumped me for a while.

avatar image me4dinosaur Feb 25 '16 at 02:35 AM

Is this material on the move option available on 4.9.2?

avatar image Stevadore Feb 25 '16 at 02:51 AM

Yes. This is where it is in 4.10.4. Should be in the same place in earlier versions.

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untitled-1.png (2.8 MB)
avatar image Hichigo Mar 15 '16 at 05:45 PM

Thank you very much! long searched for what the problem is.

avatar image Muzaheed Jul 10 '17 at 07:29 AM

that should be the accepted answer. thanks mate

avatar image Elea Jan 06 '18 at 03:59 AM

thanks man

avatar image Majkl Oct 10 '16 at 01:33 AM

I can't find this setting, I'm using line trace by channel. How do I set this to true on my landscape component?

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The Solution (Answering this years later) was to better specify the Physical Materials inside the Project Settings, creating the Physical Materials AND inside the Physical Material Files assign the respective Indexes. Then, to the meshes and to the materials, correctly assign the customized Phys Mats.

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answered Aug 03 '18 at 04:34 AM

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me4dinosaur
255 15 16 20

avatar image jman2015 Nov 07 '18 at 12:16 PM

This was the answer for me. I migrated an asset from one project to another. The originating project had different surface types set up in Project Settings -> Physics. The destination project did not.

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For everyone new to this post ! What you may need to do is :

  1. Go to your landscape collision settings.

  2. Set "Simple Collision Mip Level" to a value more than "Collision Mip Level", example : "Collision Mip level = 0", "Simple Collision Mip level = 1" (Simply doing that worked for me).

Voilà.

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answered Aug 03 '18 at 02:35 AM

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Voyder Rozann
50 5 7 11

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Drag from the 'Phys Mat' on the 'Break hit Result' struct and search for 'Return Material On Move'

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answered Jun 13 '19 at 06:57 AM

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JoeAlbi
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