Decal component FadeScreenSize having no affect on distance decal fades out

.h

 UPROPERTY(EditAnywhere, Category = BulletDecal)
 UDecalComponent* DC;

.cpp

 DC = CreateDefaultSubobject<UDecalComponent>(TEXT("DC"));
 DC->FadeScreenSize = 100000.f;

 FVector BulletHoleSize = FVector(3.5f, 7.f, 7.f);
 DC = UGameplayStatics::SpawnDecalAtLocation(GetWorld(), BulletHoleDecal, BulletHoleSize, HitResult.ImpactPoint, HitResult.ImpactNormal.Rotation(), 5.f);

FadeScreenSize in character blueprint doesn’t change anything either