This is a blood/paint/splatter decal pack which consists of 112 masked textures and 2 parent materials.
There’s a material instance for each decal so you can change parameters such as the hue, transparency, contrast, normals strength, etc. and change a blood looking decal in to a paint splatter if you wish.
In order to get fully opaque decals (as in the screenshots below) you need to enable DBuffer decals in your Project Settings->Rendering->Lighting. Also, in Settings->Rendering->Optimizations you should check “Movables in early Z-pass” and change the “Early Z-pass” option to “Opaque and masked meshes”.
You can then use the Decal Blend Mode “DBuffer Translucent Color,Normal,Roughness” in the parent material (the DBuffer blend modes show up regardless but don’t work unless you make the changes above in your project settings).
You may of course use these with the default “Translucent” decal blend mode, or as standard materials on a flat static mesh plane or BSP, but that would only work well on flat surfaces.
Just in case, I’ve included 2 separate parent materials to be used in this manner (non decal masked material). I didn’t make copies of all the material instances for the non decal masked parents since I didn’t want a thousand files in the folder, but you can create material instances of these parents and change the texture parameters in the material instances to the textures of your choice.