We currently only have deferred decals and projecting them to many small pieces of geometry would be very inefficient and problematic (masking, per object projection, coarse culling, maintain transformations). This problem would be better solved with classic forward decals or using dynamic texture mask - which we don’t support yet. We have plans implementing both but because decals could be projected to any material this is more tricky in the general case (WorldPosOffset/Displacement/Skinning/Morph, animated meshes in general). We don’t have this task on the near term timeline.
Some workaround might be possible (adjust the destructuble material, change the decalmask of dynamic meshes to receive decals - can look ok for controlled static cases)