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

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.

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

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

Are you using the the binary 4.10.4?

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.

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

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

Is this material on the move option available on 4.9.2?

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

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

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

that should be the accepted answer. thanks mate

thanks man

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.

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.

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.

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

Doesn’t work in 4.25 unfortunately.