Does anyone know how to hide DecalActors on specific camera splits. Using the APlayerController HiddenObject list doesn't work since the decals are deffered.

Does anyone know how to hide DecalActors on specific camera splits. Using the APlayerController Hidden object list works for most everything else but not Decals, presumably because they render in a deffered way.

Hey Simon, that’s a classic rendering gotcha with split-screen/multi-view setups!

You’re absolutely correct, the APlayerController::HiddenActors list works for objects that draw in the base geometry pass, but deferred decals are handled later in the process and tend to ignore the standard actor visibility flags.

The most robust way to get per-view control over a deferred element like a decal is usually through Custom Stencil Masking or leveraging the decal’s Visibility/Hidden in Game flags on the component level, rather than the actor level.

Suggested Technical Path

  1. Custom Stencil Masking (Most Control): The cleanest solution for definitive per-view control is to set the Decal Component’s Custom Depth Stencil value to a unique number (e.g., 10). Then, in the specific camera’s Post Process chain (or in a material that draws for that camera split), you can use the Custom Stencil value to mask the decal out. This gives you pixel-perfect control over which view sees it.

  2. Component Rendering Flags: You can also try leveraging the Decal Component’s rendering features, specifically setting the bVisibleInOwnerOnlyMode flag via C++ or Blueprint, and then toggling this based on which player the decal “belongs” to.

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