Just adding another vote for ‘please add a feature for filtering decals’.
Decals can help to spice up (static) level design, but you can only put them in places where player characters (and other movers) can’t reach, because if (say) you have a stain decal projecting down onto the floor, a character walking through this can get decal glitches on their feet. Yes, you can make the decal project in a very thin volume to minimise the effect, but not on uneven ground.
At the very least an ‘apply decals only to static mesh/static lit’ filter would allow more flexible level design with glitches.
Also, if the DBuffer system is here to stay, please update the docs! Took me ages to figure out the default decals ‘not very visible in static lighting’ bug/feature…
I’m also told that the last version of the engine had decal channels which were more flexible than this…
Thanks!