Bump offset in decal material

Old thread update time…

If you modify

.\Engine\Shaders\DeferredDecal.usf block of MATERIAL_TANGENTSPACENORMAL to

// tangent/decal space to world space
#if MATERIAL_TANGENTSPACENORMAL		
		float3x3 Flip =	{ 
							float3(0,0,1), 
							float3(0,1,0),
							float3(-1,0,0)
						};

		MaterialParameters.TangentToWorld = mul(Flip, (float3x3)DecalToWorld );
		MaterialParameters.TangentNormal = GetMaterialNormal(MaterialParameters);
		MaterialParameters.WorldNormal = normalize(TransformTangentVectorToWorld(MaterialParameters.TangentToWorld, MaterialParameters.TangentNormal));
#else
		float3 Normal = GetMaterialNormal(MaterialParameters);
		MaterialParameters.WorldNormal = normalize(Normal);
#endif

It should now include the critical TangentToWorld transform utilized in the material expression.