Best way to do blood splatters?

Hi all,

I’m wondering what, in your opinion, is the best approach to Blood Splatters? I’ve recently tried using Decals, but there seems to be issues with that. For example, if you put a decal on the ground, anything that moves over that decal will also receive it and look weird if the object is moving.

I read to use Custom Depth Stencil to get around this, and it works for the most part but leads to weird issues where you can see anything with the Custom Depth through walls by using the decal as a sort of a window.


So now my question is… Is there a better approach to this in general, or a quick fix to my problem? It also seems like kind of a pain to have to put the Stencil value on EVERYTHING you don’t want to receive a decal.

Hey,

Not sure of a better decal system, but as for applying a decal only to certain items…

One thought I had, you could put all items that you want to decal into an interface “BPI_Decalable”

Then, when spawning the decal, you could do a branch asking if the actor is within this interface. Use “Get all actors with Interface”, then loop this and connect to an equal node asking if the hit target is equal to an actor of this interface.

RGK