Planar reflection does not reflect DBuffer Decals, any idea why ?

Hello guys,
Im having an issue, for which i did not found any kind of info. Im creating sci-fi game , and im using mostly dbuffer decals for my finer details . You know bolts,text,signs and stuff , in one particular room i have huge mirror. So i used planar reflections for the mirror, to have correct reflections, however i see that it don't reflects all of my decals on the opposite wall at all. Everything else is reflecting fine ( the wall and the geo ) , but not the decals. I tried with Spherical reflection capture to see if it would work with that , and apparently it reflects just fine all of my decals with Spherical Reflection capture. So is this some kind of restriction of Planar Reflection, or im missing some settings somewhere to make them reflect ?

Cheers guys

Check the settings. By default it does work.

I see now. Definitely a bug (submitted a report). But they are rendering. It’s just their normals are flipped.

I did check , and it should work but it does not. It`s rendering deffered decals which are actually projected with the deffered decal actor , the way your are showing with the screenshot. This way it works . However if the decals are used as a mesh decals , one technique that is explained a bit further in this tutorial the planar reflections does not work
Mesh based normal map decals - UE 4.13 technique showcase - YouTube

Im guessing this would be somekind of bug. They should work but they dont.

Yeah , that helped man ! Thanks . Never crossed my mind that they could be flipped. Well for the time being i made a little workaround , if anyone stumble on this problem. I just duplicated all of my decals that want to be seen in the reflection, and flipped the normals on that second group of decals . This way you have one decals which are seen when you are looking normally in the room , and second group decals which are visible only in the reflection . Of course it eats up a bit more performance since you should double the decals, but it work for now :wink: Thanks . When i should notify the guys from Unreal that this is a bug , eventually if they manage to fix it ? Is there some kind of forum or something to send the request ?

It’s fixed in 4.23.