# Retrieve material properties from hit event

**URL:** <https://forums.unrealengine.com/t/retrieve-material-properties-from-hit-event/466077>\
**Category:** Asset Creation\
**Tags:** hit-result, unreal-engine, question\
**Created:** [June 1, 2020, 3:48am UTC](https://forums.unrealengine.com/t/retrieve-material-properties-from-hit-event/466077 "2020-06-01T03:48:17Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![anonymous\_user\_7472ab1d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_7472ab1d](https://forums.unrealengine.com/u/anonymous_user_7472ab1d)\
**Post date:** [June 1, 2020, 3:48am UTC](https://forums.unrealengine.com/t/retrieve-material-properties-from-hit-event/466077/1 "2020-06-01T03:48:17Z")

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I am implement a virtual Lidar: it sends laser beam and receive the beam back, need to collect distance and intensity.

I’ve complete distance collection: lince trace by channel - \> hit result → distance.

But I **get stucked collecting the intensity of refelection**. My strategy is to use **rougness/specular/metalic/opague** plus surface norm to beam, these 5 properties to calculate a intensity result and return.  
Currently my attempt is to use lince trace by channel - \> hit result → hit component → get material from collision face index, but I could find a path to trace the properties I need from here.

Some online tutorial tells to go to material, convert a parameter and use get scalar/vector parameter in my event pager, this approach is not practical to my need, because my virtual Lidar expect to collect result from any actor it hits, I couldn’t afford to do that on every material.
