Detecting footstep sounds on auto blended landscape layers
So we’re using a typical footstep detection system, a line cast down to determine the surface type, and then a switch for the certain surface. We’re now moving on to using auto blended landscape layers and it no longer works. It’s only reading the base layer. Is there a way to set it where it reads the most prominent material in a blended layer to play the sound of? Seems to be a common question. Thanks
Are you using the LandscapeLayerBlend node?
I’m assuming he is using LandscapeLayerBlend, but with auto blending there could be multiple types of terrain reflected in only one landscape layer.
We need the ability to add physical materials into the Material Attributes node.
Here is a solution video I made for you Dassoop which uses an interesting workaround (Synchronizing your blueprint math with your landscape material math) can cause both to come to the same result.
The answer provided is basically only an answer if you’re using math. Has anyone figure out how to achieve this when you’re hand painting these blended materials in?