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Panning a decal material through custom u.v. Inputs does not seem to work.

Hi, I found this running version 4.9 downloaded from the launcher.
I created a simple deferred decal material with one diffuse texture and set up a u.v. Panner node plugged into custom u.v. Co-ord zero, panning at speed 1 in the x axis. I dragged this material into the default new level in the editor which creates a decal actor. The material did not pan along its u.v axis x.
If I change the material to a different type, i.e. Not a deferred decal, the material will pan as expected. Also if I keep the material as a decal but switch the panner to plug into the texture co-ord input instead of a custom u.v. Slot it will pan correctly.

So I can pan a decal through the pixel shader but not through the vertex shader? Is this a known problem?


Product Version: UE 4.9
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asked Sep 10 '15 at 04:10 AM in Rendering

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Hey TeamKingdom,

I found a bit of information you might find useful and informative. Both of these text images come from the documentation pages on Customized UVs and Decal Actor User Guide.

Decal Pixel Shader

alt text

So to answer your question, Decal Actors render through the Pixel shader and not the Vertex Shader.

Custom UVs

alt text

The Custom UVs are limited to the the actors mentioned above. If the panning node functions correctly when plugged into the UV input of your texture sample, I would use this approach.

If you have further questions please let me know.

Thank you,

Andrew Hurley

customuvs.png (11.9 kB)
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answered Sep 14 '15 at 06:40 PM

avatar image TeamKingdom Sep 14 '15 at 11:59 PM

Ah, "custom U.V.s are only implemented for certain component types", that's very likely the problem I was having. I forgot about the "decal actor" being a different component type.

Thanks for your answer.

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