PhysicalMaterials are lost when the level has been rebuilt.

I’ve assigned each surface on the ground a PhysicalMaterial (wood, grass, concrete and metal), so I can identify what the character is on when playing foot step sounds.

This works great, until the moment I build, after which everything becomes either wood or concrete.
I thought maybe surfaces became one after building (Which seems very counter-productive) so I tried offsetting metal and wood on the Z axis by +1, but then grass becomes concrete, wood and concrete remains correct and metal becomes DefaultPhysicalMaterial.

I second this question, it has been month since it has been asked and it looks like there was no reaction or fix up to this point. I really need physical materials to work reliably!

Please someone at epic, put this on a bug tracker.

Thank you for your report. I will begin investigation into this issue as soon as possible. If I am unable to reproduce the problem, or I need more information, I or another staff member will follow up with some additional questions for you. Otherwise, I will post an ‘Answer’ once I have logged the issue in our bug database or we have a solution for it.

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Thank you.

Hi all,

I’ve been looking into this problem and am not able to repro this exact case that you’ve set up.

Would it be possible for you to upload a sample project with this happening so I can repro much more easily.

Also, before proceeding, is this happening for either of you in 4.3 since its release?

Thank you!

Tim

Hello Tim,

The bug is definitly still there. I have created a small sample for 4.3:

Video: - YouTube

Assets: http://www.freetimestudio.net/misc/PMBug_Content.zip

It’s a basic level with some bsps and a trace down and print by the level blueprint every tick. In the video I use my custom game mode, but it behaves the same way with the default GameMode.

Best regards

Thank you! I’ll look into this soon and go from there.

Tim

Hi FTC,

Thanks again for the setup. I was able to see the issue here more easily, and I think the reason I wasn’t able to get a clear repro earlier was because this is using BSP rather Than static meshes. The “DefaultPhysicalMaterial.” To test the ability of the material I placed different colors on the bottom of the BSPs to see if it would read the color below as it appears to be doing with the default material. There could probably be some refinement here to get it to not look at the default material below like this, but I could I could not get any issues to occur with the materials I had previously made for testing or the ones you’ve included with static meshes. Even after adding the material on the other sides for the BSP I could not get it to read a default material or the wrong material.

The problem is more likely to occur the more complex the scene gets. I don’t know how exactly it happens, just that it does and it is pretty annoying for all surface-dependent effects.