Hey. I can’t find out how to override physics material on a landscape spline-based road. It’s working well on static meshes on the level in runtime, by overriding the phys material itself.
Blueprint solution would be great, however some parts is C++ already.
tough question. ive never worked with splines before or landscapes so if your looking for a quick fix you might want to wait for an expert, but if there is a function or class or struct to be overriden it would be in the source files. first off, with splines you usually use a seperate “road” static mesh which you apply to the spline right? could you create an instance of that static mesh, override what you want to override, and then apply that instance to the spline?
Thanks for the suggestion. In my case there was a workaround to use hence I only interact with vehicle wheels. I ended up using wheel state struct’s phys material to find out each wheels surface and adjusting their own friction multiplier based on that.