If you import a mesh with multiple elements into 5.1 then assign a material to each element with a different physical material it will be incorrect
@ xadamxful did you find a fix for this?
No, I will submit a bug report. Can you confirm you’re also having the same issue?
edit: a report exists here Unreal Engine Issues and Bug Tracker (UE-172946)
Yes can confirm it both with blueprint line-traces and C++
UKismetSystemLibrary::LineTraceSingle()
Switching bTraceComplex on or off doesn’t solve either.
Tried looking into physical material mask but there are no documentation on that, not sure how to generate that in for example Blender.
Traces will only return the first material-slots physical material.
All the other physical materials have evaporated.
I used a line-trace this for footstep sounds and then just assigning physical materials to the different kind of materials. Worked perfect in 5.0.
I tried switching to dx11, different shader compilers etc no luck.
Do you have a link-able open ticket now somewhere?
I’ve submitted a bug report but they have not created a ticket yet
edit: a report exists here Unreal Engine Issues and Bug Tracker (UE-172946)
Same here. I’m using Phys Material as Mask to generate custom foliage. But it’s totally broken in 5.1. It’s a very frustrating bug.
@xadamxful I don’t understand, it is set as “resolved” in 5.1.1 but I still have this bug in 5.2!