I got a noob question again. I’m trying to implement a ‘unit selection mark’ feature, like some RTS or MMORPG games do. For example, when user click on a character, this character will be selected, and there will be a circle showing at its position on the ground.
I’m using the TopDown project template, I created an scene component named UUnitActorComponent, and inside its constructor I create an UDecalComponent, attach it to the component itself, and then I attached the UUnitActorComponent to the actor which have a static mesh.
One way to restrict decal rendering is to disable decal rendering for some meshes.
You can find parameter “Receives Decals” in Rendering section of your primitive component, for instance, for static mesh of your actor.
Note that, by doing that You disable ALL decals from rendering on a mesh. AFAIK, there is still no way to filter decal rendering to only given set of primitives, but perhaps one can use complex material tricks to filter it on a shader level.
You can prefer this method over the one I mentioned myself, because this is more reliable way which will not force You to disable decal rendering on every new actor You create in your game.