Is there a way to have a decal texture sheet full of decals and somehow have a mask for each one that the decal actor can switch between? I'm currently trying to figure it out but thought i'd ask here to see if it were even possible or if i'd have to make a new material for each one. Thanks
You could put greyscale decals in RBG and Alpha channels to have 4 of them. Then is just a matter of making switches in the Material. But i guess you can't get away without creating Material Instances, or creating them inside the Blueprint of your Actor. As for a texture sheet with more than 4 decals...that could be tricky…
I once built a material to handle a set of decals that worked in multiples of 4 (you could concievably do it with any number but the math gets real tricky), I'd have to rebuild it for a screenshot, but the basic principle is that you essentially just use the tex coord, hook in 2 scalars with an append node to pull in your…
Literally just did this today with an 2x2 sheet using 3 channels for 12 decals to a texture(grayscale), worked quite well. I had to combine the link Fwap posted with another one that I can't find right now but it basically got rid of the bleed that was caused...It had a custom node setup with the code - return…