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?

How do I do that with Blueprints? When I drag out a line from the created decal node, it only gives me ā€œget fade screen sizeā€, not a ā€œsetā€. Even when I turn off context sensitivity, canā€™t find a way to change the value.

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

Looks like it wasnā€™t exposed for some reason. : \

Thank you very much!

Hey Blue669,

I have gone ahead an entered a feature request to have the ā€˜Set Fade Screen Sizeā€™ exposed to blueprints UE-21092.

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

Cheers,

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

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

I really need this fixed too! Looks like it didnā€™t make it to 4.11, as I can only ā€œGet Fadeā€, not Set.

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

We are interested for prototyping concerns either !

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.

Oh man, this one is badā€¦Any progress?

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.

Come on this still isnā€™t fixed? It takes 2 minutes to resolve.
Just do it!

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.

.

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.

I need this too.

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.

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