get_material_physical_material
Retrieve the physical material linked to a material to audit footstep sounds, impact effects, friction, and surface type. Returns the raw path, so empty means no authored override.
Instructions
Which physical material a material is linked to -- what decides footstep sounds, impact effects, friction and surface type when something hits this surface. Reads the RAW field with no engine-default fallback, so an empty path means "nothing authored here" and the engine default applies at runtime; that distinction is exactly what you want when auditing why a surface sounds wrong. set_material_physical_material writes it.
Returns: { material_path: string, physical_material_path: string, success: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| material_path | Yes | Full path to the material (e.g., '/Game/Materials/MyMaterial.MyMaterial') |