unreal version 5.3.
Does anyone know how to fix it…
Parameter change did not affect anything.

Ashif Ali (CGHow) has an example in his " Decal Renderer in Unreal Engine 5.2 Niagara Tutorial" that solves that issue by packing values into the Decal Color node, the way would normally use Dynamic Parameter node, you just need to control it through Make Linear Color so you can access each channel separately. It’s pretty slick.
I’m having the exact same issue. The dynamic material parameters aren’t working. How did you get that material parameter inside of Niagara? I don’t see an option to add it.
You can see the Image That I uploaded.
I think It’s very clear.
But, this solution is not good
This doesnt work, it only allows for system or emitter variables. Atm 5.5.1 decal renderer can only be used with static materials, particle color doesnt work either (which by the way you have to add as DecalColor in the material not Particle color but alpha doesnt take into account emissive).
I am not sure what was the though behind this broken and convoluted setup. Probably the same behind the complete lack of documentation and set untested features as “production ready”.
Thank you for posting it, exactly what I was looking for.
But what to do if I need to use actual Alpha from Decal color node?
Hey, thanks for posting this a year ago, saved me some time today.
@Peyzaj.fla, you can use the alpha from the decal color node as is and write in the alpha using niagara.
Then if you want to do other things you would normally do using dynamic material parameters, you can just write into the Decal Color RGB whatever information you need.
It’s not the best workflow and it is super limited, but at least it works.
Cheers!




