# Decal streched

**URL:** <https://forums.unrealengine.com/t/decal-streched/457797>\
**Category:** Rendering\
**Tags:** bullet, unreal-engine, Decals, question\
**Created:** [October 30, 2019, 9:35pm UTC](https://forums.unrealengine.com/t/decal-streched/457797 "2019-10-30T21:35:46Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![anonymous\_user\_5a9c281f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_5a9c281f](https://forums.unrealengine.com/u/anonymous_user_5a9c281f)\
**Post date:** [October 30, 2019, 9:35pm UTC](https://forums.unrealengine.com/t/decal-streched/457797/1 "2019-10-30T21:35:46Z")

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Hi! Im using decals actors for make a bullet holes but sometimes the hole is stretched, anyone knows why?

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**Author:** ![IndieGameCove](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@IndieGameCove](https://forums.unrealengine.com/u/IndieGameCove)\
**Post date:** [October 31, 2019, 3:32am UTC](https://forums.unrealengine.com/t/decal-streched/457797/2 "2019-10-31T03:32:56Z")

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that’s just how decals work when you give them 2 dimensional information. they project a 2d texture in a specific direction. typically with bullet holes you just rotate the decal to face the wall by reference the hit normal, inverting that by multiplying it by -1, and getting the rotation from x vector.

in other situations you can either mask out stretched areas by referencing the world normal. other times you can use 3 dimensional information like a spheremask and world aligned textures.

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**Author:** ![anonymous\_user\_5a9c281f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_5a9c281f](https://forums.unrealengine.com/u/anonymous_user_5a9c281f)\
**Post date:** [November 1, 2019, 12:05am UTC](https://forums.unrealengine.com/t/decal-streched/457797/3 "2019-11-01T00:05:17Z")

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Oh i understand now, thank you so much, that helped me a lot!
