From what I remember w/out the editor open the only materials that will accept opacity are the ones set to Mask with modulate. Mask is not a blended alpha and will cast and receive shadows.
You could, try setting the blendMode to Masked and use pixelDepth to calculate the the color of an opacity mask you have hooked up. Obviously the object will not be truly culled in this case, just faded in/out.
what currently is not added but what i tested here http://nonpublic.airborn-game.com/wip/neox/shaders/sss_fake.jpg is a map to mask thickness which you can paint or generate with xnormal i think
Alpha masked, not blended. You need to have a 1-bit alpha and set it up in the image import options. Also in the material you need to set it up correctly. I don't have UED open right now, so I can't give more detail till later.
theres many different ways, but I've used a camera vector with one of the channels masked (cant remember which, I think its Z, or B in the menu) as UV co ords for a line image, which then gets traced around the model. Very simple and has depth problems with weight of line.
for semi transparent stuff you kinda have to fake specularity by adding a reflection via the camera vector and plugging it into a cube map and a mask node with R and G ticked not B though (so it tells it to use X and Y) to get a sense of specularity, kinda lame but thats the only way I know of.
hey man basically your error says tex co-ord input is wrong, its a float3 (reflection vector is X,Y and Z) and you need to put in a float2, (X and Y in this case) Add in a component mask node between the reflection vector and the texture sample node and tick R and G only. This'll knock it down to a float2. Cannot see what…
Minotaur0 - Did you create a new decal material and not a regular material? I don't know if it will work with a regular material. Also make sure the decal "box" overlaps with whatever surface you are trying to project onto with the correct orientation. mLichy - Here is a basic cubemap I made. I used an alpha to mask the…