I’ve managed it this way:
- make custom actor blueprint
- put here just your mesh
- set physics on
- make tracing by capsule > branch it (if you have hit result or not)
- get velocity of the hit > branch it > if it exceed some value, play your sound
- you can theoretically add multiple sound cues based on different pitch and branch it by the value
- you can also get the phys. mat from hit result and then branch it depending on which material it is