Hi all, 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…
I've been doing some research on deffered decals recently and also learning how to use them along the way. One thing that I still haven't grasped is how much you should use before performance starts tanking. From what I understand, a Decal Actor uses only one material and costs one draw call. Moreover, the documentation…
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…
I am trying to use a decal on my bricks that are static meshes (modular building) but everytime I try and place a decal on the bricks it looks like an image on the wall. Or in other words, I need the bricks textures to show up on the decal. Can someone please direct me in the right path. normal maps and alpha channels…
Hi everyone! Im pretty beginner to UE4 so maybe asking a dumb question but: after all, when all model will be covered with "details decals", does the bullet decals will work good? And it is possible to put some big dirt decals (like big splat of blood, etc.) which will cover all other detail decals?
Ok, I have done some vertex paint and made some decals. Is there a way to have more than one decal in one texture? I mean, can I make a texture of 2048x2048, for example, and make several decals from this texture? Can someone give me a tutorial or documentation about decals? Thanks!!