I experienced some issues with decals not being rendered. It turned out that decals on brushes and meshes that were not directly exposed to sunlight did not render or render in an unexpected way:
Iâm experiencing the same problem. The decal is visible as expected in direct light, but any indirect lighting or shadows causes the diffuse to disappear. I noticed that I can still see reflected light from the decal in the indirect lighting.
Judging from other similar threads, it seems as though this is a bug, I havenât read of any possible solutions, so I am waiting along with you.
Thank you for the quick response. Unfortunately, the link provided above requires a login / password which I do not have. Is there any information for this decal issue that is available elsewhere?
That is unfortunate - we try to get that resolved. meanwhile I repost:
To solve this problem we create the DBuffer decal feature. Other implementations would be possible but they have problems we would to avoid (break physical based lighting). Documentation is coming but this is the short version:
New Experimental Feature: DBuffer Deferred Decals
â˘Deferred decals now work with baked/lightmass lighting. That has a cost - not all projects make use of baked lighting or need proper decals so this can be enabled as a project setting and you need to change the decal blend mode.
How to activate the feature:
⢠To try DBuffer locally, put this into BaseEngine.ini under [SystemSettings]
r.EarlyZPassMovable=1
r.EarlyZPass=2
r.DBuffer=1
⢠Use new DBuffer decal blend mode
â˘Similar changes can be made in the project settings in case you want that use that feature in your project.
EDIT: As of 4.6, you can set these console variables from above via the Project settings, as shown in the image below. You will need to restart your editor for the variables to take effect.
From the other thread: To solve this problem we create the DBuffer decal feature. Other implementations would be possible but they have problems we would to avoid (break physical based lighting). Documentation is coming but this is the short version:
New Experimental Feature: DBuffer Deferred Decals
â˘Deferred decals now work with baked/lightmass lighting. That has a cost - not all projects make use of baked lighting or need proper decals so this can be enabled as a project setting and you need to change the decal blend mode.
How to activate the feature:
⢠To try DBuffer locally, put this into BaseEngine.ini under [SystemSettings]
r.EarlyZPassMovable=1
r.EarlyZPass=2
r.DBuffer=1
Use new DBuffer decal blend mode
â˘Similar changes can be made in the project settings in case you want that use that feature in your project.
I added the lines under the [SystemSettings] section in the BaseEngine file but the decals are still invisible without direct lighting. I can pick the DBuffer decal blending modes, but to no effect. Hereâs a pic of my material:
Ive added in BaseEngine.ini both the one from the engine and the one from my project under [SystemSettings] :
r.EarlyZPassMovable=1
r.EarlyZPass=2
r.DBuffer=1
Iâve set my deffered shader to âdbuffer transucent color, roughnessâ and the decal response to âColor roughnessâ. I tried different combinations.
When I started the project it seems all my scene shaders have been recompiled. This said unfortunately it seems itâs not working ; decals donât show at all. Iâm using UE 4.1.0. If I switch the Decal blend mode to translucent they show up again but of course I still have to issue I hope to avoid; see decals on items under shadows.
I saved the material and re-started the editor. The decal is now not showing up at all when Decal Blending Mode is set to DBuffer Translucent, Color, Normal, even under a direct Stationary spotlight⌠Any other setting does nothing as well.
If I set the Decal Blending Mode back to just Translucent, the familiar issue of the decal appearing only under a Stationary light.
Is there more documentation on this? Iâm starting to lose patience with this bug and itâs blocking my progress.