Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

How to set which decals to accept?

Just as it used to be in UDK / UE3. Is there a way to set a certain decal to not cast on a particular object type, say one decal cast only on static mesh but not on skeletal meshes and another decal casts only on skeletal meshes and not on static ones.

Product Version: UE 4.11
more ▼

asked May 07 '16 at 10:40 PM in Rendering

avatar image

Commander Shepard
817 62 83 220

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

You can only turn off Rendering/Receives Decals in components. (The decal system works very differently in UE4 than in earlier versions.)

more ▼

answered May 08 '16 at 07:05 AM

avatar image

1.6k 80 94 146

avatar image Commander Shepard May 08 '16 at 12:58 PM

is there no way to set is such that I want decal A to cast on a particular component but not decal B?

avatar image ZoltanE May 08 '16 at 02:55 PM

Not that I know of. The reason lies in how decals are handled in a deferred renderer.
In UE3 decals needed to generate extra geometry covering the underlying surfaces like this:

alt text

This work involved the CPU so it had information about the game world and thus could use more elaborate logic to decide how to create the necessary polygons.

However with deferred rendering much of the work is done in internal textures, buffers where all the surface data is collected before calculating the final color of a pixel. Decals are rendered into those buffers to modify them which means that they can't easily tell where a pixel is coming from. With an additional buffer some sort of filtering can be achieved but it might not be worth it in a generic game engine due to the performance impact and increased memory consumption. However you could probably extend UE if this is a critical feature for you.

Here is a good article on the topic:

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question