when using decal shaders on mesh projector, they act normally. However, when placed on meshes, they have sorting bugs: the mesh decals go on top of standard meshes as your camera gets a little bit farther away.
In unreal 4, a workaround was using Flat Tesselation to fix this, but tesselation does not exist in UE5.
Is there a real solution to prevent this from happening? I’m trying with nodes that measure camera distance to try and offset this, but is works poorly. I’d need a precise formula for it to compensate properly.