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Hi, currently have my Physical Materials in UE4 assigned to the meshes of the grass used in the grass system. My Physical Materials call a data table that directs FMOD on what to play…

I’m using this for the landscape layers to create Foley audio when you drive over it. But I can’t seem to get my pawn to detect when I overlap the foliage.

Ideally, I’d like to drive over or through a big bush and trigger my FMOD audio event in the PM Data Table as well as any other particles effects in the table.

I know if we made these manually with trigger boxes, it could be done, but there has to be a more efficient way to just detect when you’re encountered an object in the grass system wit ha pawn, is there something I’m missing?

Right now, I’m currently using a ray-trace to determine the physical material. This works just fine on the terrain layers or on the collision with objects that have geometry on them. Such as speedtree..

Is there a way to know when the pawn overlaps the grass foliage system?
Any help or directions to be pointed in would be helpful. Thank you.

  • Cameron Baron

    You may have more luck asking this on a general UE4 forum rather than here.
    I’ll leave this question here in case any other users have any ideas.

  • JB
    • JB
    • 3 months ago

    Hey there… Thanks.. I did ask on UDN on this one as well. I think I’m close to figuring it out.. Getting the mesh’s themselves to generate volume boxes upon spawn… instead of having to manually place each one. Looking into this now..

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