Decals render on mesh backside

Its known problem. All you can do is adjust decal size to prevent it from passing through object it projected to.

Additionally, you can disable “Receive Decal” option in static mesh to make decal not projected on it.

There is map “Decals” in ContentExamples project, where you can find some more info about decals.

Sorry for the delayed answer.

I can´t do what you say. If I adjust the decal size to the horizontal surface I los the decal on the inclinated one, same in the oposite case.

I also can´t disable the “Receive Decal” check box because I want the surface to be affected by the decal.

The example on the image abobe is a representation of my problem description using the Content Examples Project.

I mean you can use 2 meshes - 1st in front to receive decal, and second on backside with no receive decal

I can´t just duplicate meshes on my level, that will turn on an excesive poligonal charge.

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Well, as you can see, this is the way decals work, so anyway you need to use some workarounds.

Hi:

I´m using decals and I found a problem. I want to use a decal on top of an inclinate surface, but the decal is rendering on the floor below and on the other side of the surface.

I thought of rotating it, but because not all the surface have the same inclination I wouldn´t know how to rotate the decal. and in the intersection that won´t work.

These images show what I mean.

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I’m VERY late to this party, but this may help anyone else trying to figure this out.

Disable your surface from being able to transmit decals, like mentioned above, but USE A PLANE or some other shape that has an identical material applied to it, and make sure to disable shadows for that plane/shape.

Think of it like painting on a primer instead of the actual surface.