Spline Decals?

oh you would still calculate UVs with distance to the center of the spline. by skipping the cutting you’d just have ‘pieces’ of polygons that would have the U coord lower than 0 and higher than 1 at each side.
it’s just a small suggestion in case anyone ventures into making this.
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requiring additional material nodes that push vertices towards the camera isn’t the most friendly thing ever. emphasis on the -requiring- here.

an example is how mesh decals get pushed towards the camera in the shader files (and has no manual control anywhere, unless you modify the shader yourself or add material nodes that counter this behavior). it’s kinda obvious that Epic decided to just put it in the shader in order to have the feature working out of the box without requiring extra material nodes that wouldn’t be artist-friendly