How do I spawn a decal via a particle emitter?

Hi, I’m creating a wind effect by spawning a burst emitter in the scene in random locations using a line trace. I’m also spawning a decal on the ground in the same location as the particle effect. the decal appears and disappears harshly and I want to soften this by fading the decal in and out. I’m wondering if there is a way to use a decal in cascade like you would a static mesh.

if not how would I fade the decal in and out in blueprint, so far I have created a dynamic material and faded it in and out using a timeline but that fades all of the spawned decals in and out at the same time and I want to fade them in and out individually when they spawn.

The time line is playing for all instances spawned instead of each individual spawned decal separately

Any help is appreciated.

Still could do with some help on this one

still need help with this

I just did this for Blood decals and I did it pretty much exactly like you by generating material instances and than playing a timeline and it works for me :confused:

can you show BP ?

Unfortunately decals in Cascade aren’t supported yet.
I’m not exactly sure what you’re meaning by the fade. Hard to visualize without screen shots. A depth fade node on the material stops harsh intersections where the particle meets another mesh if that’s what you mean?
[Depth Expressions | Unreal Engine Documentation][1]

You can use the following to spawn your decals at the collision point of your particles though I recommend using a separate invisible particle to determine the collision points so you’re not spawning more decals than you need if there are a lot of particles in your system.

For anyone looking for a beginner tutorial on how to make particle decals in Niagara, I’ve made a couple videos on it. The second video is where you’ll find how to make the decal itself, so you may not need to watch the first if you can figure out how to implement it yourself: