So, it seems that my decals are not showing up if there is no emissive color value greater than 0. This means that whatever I input in Base Color is not doing anything.
For example, a simple color of (0.5, 0.1, 0.1) for base color doesn’t show up in my level.
This means that if my base decal texture has black in it. It will not display the black on the wall as if it was painted. because a value of 0, 0, 0 means don’t emit any light.
I deleted my OP since we both basically had the answer posted here. In your case all I can really suggest is layering a normal deffered decal with a dbuffer if you want to make use of the emissive.
Currently we don’t support metallic input for dbuffer decal and that isn’t something that will work with my proposed workaround. There is a feature request that has been put in for this here: Unreal Engine Issues and Bug Tracker (UE-36896)
Feel free to vote on this issue, this is how we gauge community interest when finding time for features to implement. Also, I’m going to leave this
Okay, So I just tried out in a new project on UE4.14, same engine as the one in my original question.
Left logo is just base color, and Right logo has some extra information. That is what I want on my original project. This was NOT using the Forward Rendering.
This was it. I actually posted my solution just moments with your answer. Changing the Decal Blending mode does help out, but I lose a lot of functionality like emissive color and metallic information.