I wonder if there is any way to dynamically “limit” how much of a decal is shown by using other objects to cut them off, without rendering the object that is being used to cut it off.
Like how Booleans work in Blender.
Or maybe it might be possible to do that in the material itself using opacity maps?
Indeed. The simplest way to do this is with the custom depth stencil, render an object only in the custom depth pass, and use it to alter the opacity of other objects and decals.
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Yup, just figured that out myself. I used this video as help to figuring it out: Masking with Custom Stencil in UE4/UE5 - YouTube