Note that the material is not showing as masked in the preview display.
However, as you can see from the first screenshot, the masking appearently works somehow.
I’m not sure about the rotated material like that. Can you possibly post the image asset here for me to test further as I’ve not been able to get that with a couple of the materials I’ve just tested.
Thank you for your swift reply.
So I take it that there is nothing wrong with my decal opaqueness. Its rather (still) a not-so-strong part of UE4.:rolleyes:
I tried to upload the images but the forum keeps saying that they are no valid image files. They are plain TGA files.
It seems that TGA is not allowed for attachments. I tried to be sneaky, renaming them to a benign BMP, but no luck.
First off, I had my leads add functionality to upload .tga files now so that shouldn’t be a problem any longer.
Secondly, I made the material based of your setup and applied it to a decal and a second copy that was setup the same except it was not a deferred decal for comparison.
I, however, was not able to reproduce the result you got with it tilted as you can see in my image below.
Is it only happening on material? If you apply any other material to that particular decal render target does it tilt as well?
Does placing a new deferred decal render target with your material produce the same results?
Have you tried rebuilding your material to see if replicates?
I know is a little bit to test but it could help narrow down the issues.
Did you by any rotate the mesh you are applying the decal to by 90 degrees before applying the decal? it might have something to do with it, maybe try un-rotating the mesh and try again.
EDIT: Also may be caused by exporting the mesh with Y-UP coordinates instead of Z-UP, maybe check that too.
Just thought I would add that as well as the other suggestions.
EDIT: as mentioned below, I just tested out what I wrote as well, and it had no effect on the decal, so nevermind that… Glad you got it figured out!