Decal components are already capable of modifying the decal opacity (since they have fading built in) - I find it’s fairly common to want slightly different opacities between decals depending on where they are placed, but for that I have to make new material instance for each one (time consuming), or make a decal actor sub-class that creates a dynamic mat inst for every placed decal (wasteful / less efficient).
Could we get the decal component opacity exposed as a multiplier?