surface type always returns "Default" on hit

Hi guys. So I am making a game and i want bullets fired will emit different debris depending on the type of surface hit.

I created a physical mat and defined it in the settings. But when bullets hit enemy characters, it just returns “Default” even though i defined the physical mat as “Human”. Any help will be appreciated.

its probably hitting the capsule and not the mesh

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Can you elaborate? how do i fix it?

check what collision you bullet is on, ignore that on the capsule and block it on the mesh

id say dont change the default collisions though ie visibility, make a new collision channel if thats the case

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That’s not it unfortunately. I did what you said, and even added “on component hit (mesh)” and “on component hit (capsule)” for the character so that it will print whenever those components are hit. And indeed after changing collision only the mesh is being hit, yet the physical surface type returned is still “Default”.

Any other ideas will really help me since I am stuck on this for forever.

so is this a line trace or overlap?

where are you setting the material? there is a phys mat override on the mesh or are you setting it somewhere else

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First of all thanks a lot for all the replays. I am not using line trace, but simply shooting an actor which is the bullet and looking for collisions. I will show you some photos:

This is the event graph for the bullets (sorry it is a little messy right now).

These are the mats for the actor being hit:

image

Here is where i put the phys mat in the material:

And here is the phys mat defined in project settings:

I also tried what you suggested earlier with the collision, and like I said the bullet definitely collides with the mesh itself, not just the capsule.

Any further help will be greatly appreciated!

there should be a option on the projectile collision

Return Material on Move try that, can also try use CCD.

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This worked! I check Return Material on Move and got the desired result. Thank you very much!

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