What is the proper (performance cheap) way to add sounds to physic objects? With that I mean collision/impact sounds.
Destruction objects let you simply define sounds in the asset but there is not anything like that for physics objects. In UE3 you could assign sounds in the physical materials but that is missing in UE4.
Is there really no solution at all for this? I guess I could always do it manually with activating simulation generates hit events but that seems to be a overkill when considering performance. I have lot of physics objects moving around at once.
No, sry, but that is miles away from a good solution. First of all a trace is not a collision, it will also not represent your collision shape and it is expensive.
Instead you can set “generate hit events” on on every physics objects and then make some manual setup with that event. This is also expensive though but much less then capsule tracing every tick.
If nothing else this proves my point that there need to be some system in place for sounds like it was in UE3.
This is what I came up with to make a simple impact sound for to actors colliding. I will upload Tut on Youtube soon explaining this further. You can find it here @ Youtbe /JiEnRgErMaYm.
Seriously genius to use the velocity of the object to determine when to play the sound! I was trying to figure out how to do that. Frustrating that Event Hit fires constantly if the object is touching something. I thought it would only register when it impacts something. Anyway, using Velocity to control when it plays the sound is perfect!
Here’s an updated link to that video that Manim8 posted: