So I was working with hit events ob my bullets so I can make that material hit effect (hits wood, makes wood effect, hits metal makes metal effect, etc…)
The only way I managed to make hit recive the material was to apply the phys material into the material:
but for my project it’s not reasonable to make a new material for every surface and most of the collision is going to be based on components like this:
Ok, is the same setting checked in the component you are checking with? Are both set to Block each other’s collision ObjectType? If you need them to overlap try running this check with an OnComponent Begin Overlap event instead.
I’m away from UE to replicate this but I believe the reason you can’t get it is that you’re grabbing the PhysMat right out of the HitResult, which may correspond to the root or actor and not the specific component you want to test against. From the OtherComponent (or the Hit Component) pin, can you drag out a Get Physical Material node? Then check for the Surface Type off that.