I use the main mesh and the decal sheets within a blueprint (components) - just a simple prefab.
The mobility of the main mesh is set to static, the mobility of the decal sheets/trims is set to moveable, so I don't need a second UV channel, when I use static lighting.
As far as I understand dbuffer decals get multiplied in UE4 with the subjacent materials (mesh) and ignore baked lighting on itself?
I can't see a difference, neither with the decal meshes set to static, nor to moveable - in both cases the decal materials (meshes) receive shadows, if I bake the lighting.
But I'm not sure if this way of saving an unnecessary second UV channels is correct or will lead to shading/ lighting issues in a more complex scene?
Thx
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