Trying to set up a paint splatter using a decal but it looks like its faded no matter how much I play with the texture settings. I have also gone into my render settings and checked Dbuffer Decals and changed Early Z-pass but that didnt help. I have changed my ini settings and blend mode to Dbuffer. Changing that even got rid of most of the blue in the picture for some reason. I have very intense lights set up but if i turn them down it fades even more to a gray splotch! Please Help!
Played around with the Brightness of the texture but it still has a weird gray film over it. I dont know why. 
-post a pic of your material
-have you done everything like in that video: ?v=v-1H6EGnOas ? 
Yea i followed that vid to begin with.
I think i figured it out. It has something to do with the floor and the walls im using. I dont know why though. I just put a thin box on top of it. Also very pixelated but i guess since i enlarged it thats why.
Ok I think its because the material I used for the floor has a color connected to Emissive Color. When I break the link the decal is visible but I lose the overall look I want when it has the emissive color. How can I get the decal to overide the emissive light?
I’m curios if you figured out the solution to this issue? I’m having the same issue, trying to get blood splatter to show up. It looks great until I rebuild the lighting. Then it fades, and is barely visible, let alone looks nothing like blood. Any tips on what is causing this and/or how to fix it?
change decal size to 10,10,10 -> 1,10,10