Hi,
I am doing a small Paintball Shooter for mobile devices. The impact of the color bullet should be a blur of color. For that i used decals on the desktop version of the game, but for Android they are not showing up.
A similar question was asked 2 years ago, but with no answer.
Thank you for your help and excuse my English :-D.
PS: I am a newbie in ue4 and this is my first post in the forum! <3
Search for âDefaultEngine.iniâ in your
projects folder (not âBaseEngine.iniâ
which was likely the old name) & open
it.
Scroll down, look for
â[/Script/Engine.RendererSettings]â &
change these (may not be required)
FROM: r.EarlyZPass=2
r.EarlyZPassMovable=TRUE
r.DBuffer=TRUE TO: r.EarlyZPass=2
r.EarlyZPassMovable=1 r.DBuffer=1
Reopen your project
Open your decalâs Decal Material and
change âDecal Blend Modeâ to any of
the âDBufferâŚâ options [I used
âDBuffer Translucent Colorâ]
Thank you for your answer!
I cant open the image (error 403: Access to the specified resource () has been forbidden.) but I think you changed the following 3 in Project Settings:
checkbox for DBuffer Decals
Early Z-pass in âOpaque and masked meshesâ
checkbox Movables in early Z-pass
I changed the statements (TRUE into 1) in the DefaultEngine.ini and used the same DBuffer Translucent Color.
It is working in the Editor but not on my Android phone.
EDIT:
I changed the Decal Blend Mode to âTranslucentâ instead of âDBuffer Translucent Colorâ.
Now I see my decals!
I choosed the DBuffer to display the decals in any lights, but maybe it is not supported on Android.
Glad you can see them now! Thatâs some good progress.
Iâm not sure about decals being picky about lighting so I guess itâs a trial-and-error thing really.
I would suggest looking at some Android building rules to make sure all of your project will build correctly. Donât forget to check if you have any errors as well after building.
Hi, because mobile uses a forward renderer instead of the deferred renderer we use on PC and console, we support only translucent, additive and modulated blend modes on mobile decals. For the same reason, only unlit decals are supported.
I ran into same issue, on mobile the decals did not work, the easy solution for me was to simply enable MobileHDR in the rendering settings and that solved my problem. My settings for decal material are simply âTranslucent, Translucentâ.
Then there is also this video that explains what to do for different decal rendering situations:
In the video description check the link to their website as well.