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?
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][1] and [Decal Actor User Guide][2].
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.
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.