set_physical_surface
Assign a surface type to a Physical Material asset, creating it if needed, so footsteps and impacts play correct material-dependent sounds in Unreal Engine.
Instructions
Set the surface type on a Physical Material (creates it if needed).
Surface types drive material-dependent sounds — e.g. footsteps on grass vs metal vs wood produce different sounds.
Args: material_path: Physical Material asset path (e.g. "/Game/Materials/PM_Grass") surface_type: Surface type name (e.g. "Grass", "Metal", "Wood", "SurfaceType1")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| surface_type | Yes | ||
| material_path | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |