The only thing you can get is the physical material which can be applied only to the whole mesh and not to separate elements.
I’m using box components on a cube for each face to know where the ray hit.
But what about more complex shapes? For an engine with so much abilities, this is definitely a missing feature.
Traces can’t interact with anything other than physX bodies.
Materials or meshes have no physX properties.
So it seems like there will never be a solution for it? I’m sure I’m not the only one who wants it.
Can you tell how it would work?
As BrUnO XaVIeR replied already, you don’t get anything but physx responses back. This means physx colliders in practice. As you don’t trace to meshes with uv-maps but into colliders instead, it would require lots of guesswork where the traces would hit on actual visual meshes. If you need such feature, you’d probably setup your colliders in a way you can identify the hit points by the colliders itself and you can do that already.
It would be great and save me a lot of work if their will be a feature that makes automatic separated collisions for each face for static meshes, and a system that will translate from the collider to the corresponding face’s material index.
I also need to do the same… did anyone find out a solution??