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Decals disappear after 5m of distance

After upgrading to 4.9 I notice that my bullet hole decals disappear when I move about 5m away from them. I spawn them on a surface via Blueprint and they look fine if I stand really close to them. But if I move away for a little bit, they just vanish. How do I stop this from happening?

Product Version: UE 4.9
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asked Sep 08 '15 at 09:22 PM in Rendering

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avatar image Jacky Sep 08 '15 at 09:26 PM

Are they fading out or disappearing suddenly? If it is a fade in/out behavior you'll need to decrease Fade Screen Size value of the decals.

avatar image Blue669 Sep 08 '15 at 09:51 PM

How do I do that with Blueprints? When I drag out a line from the created decal node, it only gives me "get fade screen size", not a "set". Even when I turn off context sensitivity, can't find a way to change the value.

avatar image Jacky Sep 08 '15 at 10:09 PM

Looks like it wasn't exposed for some reason. : \

avatar image MAGtechnologies Jan 19 '16 at 07:12 AM

I also got the advanced decal pack and need a lot longer range to decal fade. Please please add this in 4.11 :)

avatar image sreames Jan 13 '17 at 05:04 PM

Oh man, this one is bad...Any progress?

avatar image AndrewHurley Jan 13 '17 at 05:07 PM

I have updated the bug report with a link to the public tracker for the issue that was logged. You can find the link in my answer below.

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2 answers: sort voted first

Hey Blue669,

I have gone ahead an entered a feature request to have the 'Set Fade Screen Size' exposed to blueprints UE-21092.

Thank you for taking the time to create your report. If you have further questions please let me know.


Andrew Hurley

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answered Sep 15 '15 at 03:01 PM

avatar image Blue669 Sep 15 '15 at 03:17 PM

Thank you very much!

avatar image Kovercrosser Mar 03 '16 at 07:56 PM

It fades out fast if the decal is smal ... you can make the decal bigger, but make the material smaler

avatar image MaxSMoke777 May 27 '16 at 03:54 PM

I really need this fixed too! Looks like it didn't make it to 4.11, as I can only "Get Fade", not Set.

avatar image AndrewHurley May 27 '16 at 04:05 PM

I have increased the community interest on the report so this feature request can get more traction.

avatar image Lacridot Jun 15 '16 at 11:43 AM

We are interested for prototyping concerns either !

avatar image MaxSMoke777 Jun 15 '16 at 12:59 PM

I would like to add that I fixed this in my own program by adding a Decal Actor. The Decal Actor, as opposed to the decal itself, contains the ability to change Fade distance. My bullet holes now have unlimited viewing distance.

avatar image Devgroup Apr 20 '17 at 04:21 PM

Come on this still isn't fixed? It takes 2 minutes to resolve. Just do it!

avatar image Allar Jun 05 '17 at 02:27 AM

Begging for an update on this fix. Easy enough to do with your own custom engine, but would like to ship marketplace assets using blueprint with this functionality.

avatar image AndrewHurley Jun 05 '17 at 02:06 PM

We have it slated to be fixed and integrated for 4.17. Since it is such a quick and fairly simple implementation, I think it is safe to assume it will be in the official release of 4.17. This is not a guarantee it will get integrated, but it most likely will. I added a comment to the ticket internally to let our engineers know interest in this issue has increased a lot.

Thanks for all your patience everyone.

Andrew H.

avatar image Vaheva Oct 16 '17 at 02:15 AM

Any news? is 4.17.2 here and decals still disappears too fast :P

avatar image Phil.Rowe Jun 26 '17 at 03:23 PM

I need this too.

avatar image WHSolv Apr 08 '18 at 11:54 AM

For some reason the link is unavailable (8-th of April, 2018).

avatar image Imagine-Games Jun 04 '18 at 12:58 AM

its already working in 4.18 ! hurray! i suggest it you to print a string to find out the size first and then change accordingly

avatar image WHSolv Jul 11 '18 at 04:44 PM

I'll check it. Thanks.

avatar image KillerSneak Jul 10 '18 at 09:41 PM

Any news on this?

avatar image Imagine-Games Jul 11 '18 at 04:45 PM

working on 4.18... in blueprints & material nodes it is already exposed

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If you are using source version of UE, you able to change [UE4]\Engine\Source\Runtime\Engine\Private\Components\DecalComponent.cpp FadeScreenSize manually, or in [UE4]\Engine\Source\Runtime\Engine\Private\Components\DecalComponent.h change FadeScreenSize from BlueprintReadOnly to BlueprintReadWrite and edit fade distance via blueprint.

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answered Sep 03 '17 at 09:10 PM

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Lucas False
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avatar image Nuclear Arbitor Sep 04 '17 at 01:46 AM

for clarity: by source do you mean via github or just a c++ project?

avatar image Lucas False Sep 04 '17 at 09:21 AM

Via github, you need to recompile engine

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