Hey. I recently started placing deferred decals and have hit a problem with the stretching of textures as they hit other surfaces/objects.
The best way I can describe it is that it tries to project the decal in 360 degrees rather than locked to a ‘plane’ or define any tolerances.
Maybe I haven’t discovered yet the way to get around this other than blueprinting some auto correction etc but I have used CryEngine’s deferred decals and the system just works in that,
You choose your projection type of ‘Plane’ and it will not show the decal above certain angles a few degrees from the angle of the plane you are projecting to. This means no stretching and no weirdness.
Is there any way of getting this to happen in UE4?
It would be great if it could auto-adjust the mapping so the single decal can wrap onto surfaces of any angle and not stretch but I’d settle for it culling the parts of the decal that are not going to display correctly and then I could place a separate decal of the same type onto the place I wanted to continue the original decal (say as a blood splay that is on the floor and up the wall also).
Dunno if that’s clear or not but anyone who’s played with the deferred decals probably gets what I mean!
Thanks,
Daz
Edit: Images to show what I can do in CryEngine: