Kart racing physics projectile problem

Hi , thanks for the reply.

I have edited my original post since. I have it semi working for now. If you read the edits you will see how.

I had thought of using ai for it but I haven’t delved into this area yet. I’m trying to keep it as simple as possible but the desired behavior isn’t that simple I guess. I’m just trying to keep it as efficient as possible avoiding ticks if I can.

Here are the edits to save you looking.

-edit- Having played around with physics materials I pretty much got the desired effect by having separate physics materials for the wall, floor and projectile. The floor now has 0 friction and 0 restitution with the projectile while the wall has 1 restitution so I get no bounces or friction on the floor now and 100% energy conserving bounces with walls. The only thing left to fix is the projectile ramping into the air off small slopes and lips which I assume can be fixed with walkable slope and some sort of z axis modifier. Still any input welcome here. I assume the above method would have very little performance overhead? I will obviously have to apply these physics materials to all materials in the scene which I would have to have done anyway to get different friction surfaces for the vehicle. Luckily there is a separate variable for friction with tires.

-edit2- I just thought of a potential future problem for this method. If, in the future I want to combine the static meshes and materials of all static objects in the scene to reduce draw calls, will this method still work?