Appreciate your input.
The tracks will not be flat. There will be large variances in the Z axis. Hills, ramps etc. The driving/projectile surface will generally be flat or sloped though, not bumpy. I’ll try using a vector to push it down if it goes too high. That’s the opposite of what I was trying to do earlier to get it to hover so it will be an easy edit of my hover component. It still means adding a tick to every one of these projectiles which I was trying to avoid. There will also still be a loss in velocity as some x/y velocity is getting converted to z velocity and pushing it back down is not going to fix this. I suppose I could run a simple check for the current velocity and reset it if it drops too low but this would involve adding another tick. Am I being too cautious of adding ticks? There will be many that are needed, I’m just trying to avoid ones that aren’t.
Forgive my noobiness but I was under the impression that for performance reasons you were better off designing the entire map in a 3d program or unreal, use your meshes to build, add your materials, then merge all the meshes and materials to create one huge level mesh and 1 huge material to cover it which drastically reduces draw calls and improves performance and loading times. I haven’t researched this much as it’s for the later stages.