Recently started digging into mesh decals in Unreal and have hit a snag with blending. I think what I need is to be able to use an alpha in the base color of the decal, but not sure if thats possible as I've found no way so far.
Looking at the pic below, what I'd like to do is replace the paint on the bottom decal with the material behind it, but keep the normal. Exactly like the top decal that only blends normals. Obviously using the opacity input would take away the paint on the bottom decal but also take away the normal, which I don't want. Also, using the rgba output of a texture sample does nothing for me when I have alpha in the base color texture. Have tried using a regular surface material instead of a decal as well with no luck.
Any help or ideas would be much appreciated! If this is even possible...