Decals on Mobile 4.9 Heavy?

Been trying to get this working properly but it doesn’t seem to work. My game on iPhone goes in to slow mode and the ui looks like it gets multiplied by 100% covering the entire screen. On android it just kind of just slows down into slow mode and the screen looks frozen. In the background I can still move around but I don’t see any movement but logs still prints as usual.

Here is the basic setup I have.

Hi,
Could you post more info: model of iPhone and is happen on Metal or ES2 mode? From description it seems like you see issues with UI rather than decals. Do you see any slowdown with decals in a clean project?

I did try it in a clean project and it worked there. Must be something that affects the umg with the decal. I will do some more test later on in the future when I have some time for it. For the time being I will turn if off.

Emmissive Deferred decals slow down my iOS game as well.
I’ve got a non-skeletal, movable mesh as a player character and the decal gets projected onto this mesh despite the flag being set to not receive them.

As soon as I go near a single decal on the ground, the game starts slowing down considerably.
I’m not sure if this happens because of the decals increasing size on screen or because the decal is projected onto the movable object.

Please have a look at decal performance on iOS. Thanks a lot!!
J.

Update: The slow-down is exclusively linked to the decal’s number and size (on screen). It is not influenced by decals, casting onto movable objects.

What device you are using? Small sample project that shows the problem will be helpful :slight_smile:

I think this could be that in your clean project MobileHDR was enabled and in your main project not. My Game also slowed down using Decal without MobileHDR enabled. Same as here:

I remember having MobileHDR turned off in my project so spaceharry might be right. Anyway I decide that I don’t need it for my project.