Using the PCG World Ray Hit Query to sample physical materials from a landscape AutoMaterial that uses the physical material output node doesn’t seem to work in 5.4. I have the same level in 5.3 as well and it works correctly. I have the physical material layers debugging accurately on both engine versions, however in 5.4, it appears only one physical material is read and the entire PCG volume is treated as that one material, even though they’re not. The layers respond accurately to my debug raycast but they don’t work with World Ray Hit Query. Debugging options also changed in 5.4 and they’re totally greyed out and I can’t seem to find a way to get them to work. (and of course its all new so there’s little info to be found about it)
Trace channel is not the issue, Simple collision is not the issue. Its not about rebuilding Physical Materials or anything like that.The physical materials debug properly and the assets load properly.
For the record, I’m not a beginner and I don’t believe I’m missing something obvious or simple. I’ve tried extensively to troubleshoot or research this, but all signs point to it being a 5.4 bug since the same exact level and PCG and everything work perfectly in 5.3
I tried to report this with the ‘report a bug’ system, but I’m not sure it even worked. I just got an indefinite loading screen when I tried to submit it, so I’m posting here in hopes others are using these features and dealing with these issues. Any help or info would be much appreciated.