Currently I am at a loss on how to approach this, as I am still fairly new to UE4 blueprints. A while back I purchased a VFX pack that came with Physmats, decals, and bullet impact animations. After learning the engine better, I am now trying to put all of it together. So far I have found a way to spawn an emitter, but I am not sure how to get the correct emitter based off of the physcal material (or if that’s even the correct way to do it)
The only way I could think, is to compare the physmat the raytrace is returning, with each individual physical material. Then based off of what material it gets, spawn the decal and the particle emitter. I would imagine that would be super sloppy, and be a very, very massive blueprint tree. So for all you blueprint experts out there, what is the best way of going about doing this?
If I hit an object with a physmat of wood instead of metal, how do I get the wood emitter NOT the metal emitter?