RTS How to make your unit selection markers conform to irregular terrain?

I’ll just add that individual meshes can opt out from receiving decals.

You can add it to your existing stuff easily enough.

It’s a component that manages how the decal behaves. The projection is along the X (forward in UE4) axis so you may need to rotate it accordingly so the X is pointing towards the ground.

Good luck!

Hi guys,

I’m currently developing my first ever game in Unreal Engine 4 and, of course, my first RTS game. One of the issues I’m having now is the fact that my unit selection markers are clipping into the terrain, like this:

And ideally I would like to have the markers conform to the irregular terrain as if it was a decal or a projection on the terrain itself (if that makes any sense). I include below my base character setup, showing the way I have included the markers within the blueprint:

It’s basically a plane with a procedural material generating a circle with a gradient (no circle texture file).

Can anyone suggest a better way to approach and resolve this issue?

Thanks in advance for your time and help on this matter.

as if it was a decal or a projection
on the terrain itself

I’ll bite; is there a reason why you aren’t using a decal for this?

Image from Gyazo

Hi! Maybe this can help Visibility and Occlusion Culling | Unreal Engine Documentation

I’ll bite; is there a reason why you aren’t using a decal for this?

Honestly… I didn’t start this project using the topdown template from unreal… but looking at it, it is indeed what I need.

Thanks @Everynone