Decal is almost transparent in certain locations. Posts Latest Activity. Page of 1. Filtered by:.
Decal Actor User Guide
Previous template Next. Decal is almost transparent in certain locationsAM. Hello guys, I've a problem with decals. Thanks in advance! Last edited by gedamial ;PM.
Tags: None. Try switching your Decal Blend Mode from Translucent to one of the Deferred options, that should solve your problem. Comment Post Cancel. Originally posted by BrickTop View Post. It seems to be almost transparent when I spawn it in places covered by the shadows.
Meanwhile, in places hit by the light, it works fine. Normal decals don't work properly with indirect lighting, such as a skylight. To get decals to work with indirect lighting, you have to enable dbuffer decals in your project's rendering preferences, and then switch the blend mode to one of the deferred options.
I think you might also have to restart the editor after enabling dbuffer decals before they actually work. Originally posted by Wilkes View Post. I suppose you could light your scene entirely with direct lights.
Give it a try and see if it works for what you need. Just to narrow down the problem, try placing a standard decal actor with your decal material on the same surface. It could be that HitNormal is not aligning properly. Notice, that your diffuse texture is not showing up, only alpha works. Also, I am extensively using deferred decals with skylight movableand they work perfectly well. EpicForum Style.
Yes No. OK Cancel.More results. Hello everyone! I am thinking something like league of legends actually - not particularly exactly like it, i just would like to draw something like those on the ground! I already tried using fast-moving particles but the result is ugly and doesn't respond well to movement!
Any other ideas? Really appreciate any help! Thanks in advance! One way could be to look into using decals for the indicators. I am currently experimenting with them so let me share what I've figured out so far. Then load the png file into UE4 and create a deferred decal material from it. Then place the decal in your level. Also remember you may have to rotate the decal when placed in your level, I found that all my decals by default needed their pitch rotated by Here is a link to another answer that might be helpful to you.
This is great but do you have any idea on how I I would make an arrow-like indicator? A circle is obviously a good start but I think an arrow like indicator is quite harder! Especially when you want it to rotate accordingly to the player's current mouse position!
Well, I'm still working out how to create an arrow like indicator that scales with distance from the player pawn; however I can show you how I solved the rotate to cursor problem. Right, so for my indicator I made an actor with a scene component and decal component you can ignore the arrow component and the second decal component, I'm doing something a bit different but the rotation problem is the same.
In the tick event of the actor, we want to continuously update the actor's rotation to face the cursor. The calculations for that are done in the custom macro.
Here 2 locations 2D vectors are determined first, the screen location of the actor our indicator and the screen location of the cursor. Luckily there are a few handy Blueprint nodes to get these for us.
Now after that I converted the 2 dimensional vectors into 3 dimensional vectors and set the Z for both to equal the Z of the actor. This isn't strictly necessary as there are ways to work out the rotation with the 2D vectors, but I'm used to using the "Find Look at Rotation" node. Next, the rotation is found using the "Find Look at Rotation" node. The rotation is broken so that only the Yaw is used. Now the next part is important if you have a camera that can rotate, but first see if you come right without it.
We need to add the rotation of the camera to the rotation we just calculated for it to be accurate Note the degrees added, this was done because I found that I was getting the opposite direction to the cursor. Attachments: Up to 5 attachments including images can be used with a maximum of 5. Answers to this question. Why is "Simple move to location" not working as expected?
Crosshair react when player hit the target. Rotation of turret and player controlled turret by mouse. How to check if an AI can reach its target?Previous tutorial covered how to create a simple decal material entirely in UE4. Now, learn how to insert and use decals inside your level. This will place an empty decal actor without material applied to it:. Once you've inserted a decal material into the level, it will automatically begin to project onto surrounding geometry.
Select decal actor and press Spacebar to cycle between move, rotate and scale tools. Choose the correct transform gizmo to move, rotate or scale inserted decal inside the level:. Performance will decrease depending on decal screen space size. So keep the size and projection distance small to only effect nearby surrounding geometry. You can control which Static Meshes receive decals and which do not. For example, you may only want a decal to be projected on the wall and not the column:.
You can replace already placed decal inside the level. Go to Content Browser and select new decal you want to use instead:. Let's say you have a poster decal on the wall and you want to apply a blood splatter decal on top of that poster. To do this correctly, you need to define Sort Order for each decal.
Although, it is important to limit decal sort order projection to just a couple of decals to keep it optimized. Avoid having too many decals rendered on top of each other.
But decals may still not show up. By default all decals use G-Buffer property and will not render show in static, baked lighting. To make this work you need to enable D-Buffer option and change your material decal settings. This is a common problem and it is easy to fix. Want to learn more about creating custom decals for UE4?
Such as how to create dirt, stains, blood, and stenciled numbers decals? Visit this page for more info about the guide My name is Alex Galuzin. I am self-taught level designer, game environment artist and the creator of World of Level Design. I've learned everything I know from personal experimentation and decades of being around various online communities of fellow environment artist and level designers.
On World of Level Design you will find tutorials to make you become the best level designer and game environment artist.
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All content is based on my own personal experimentation, experience and opinion. Template powered by w3.How to tell SpringArmComponent to ignore specific actors? Posts Latest Activity. Page of 1. Filtered by:. Previous template Next. Hello, I just started to use SpringArm for my FPS : when the arm of my character is too close something, instead of overalaping the wall, the arms recede.
However, I want to tweak SpringArm to ignore a list of actors, for example, I don't want my arms to recede when it's getting too close from a enemy sphere collision.
So how to tell SprinArm to ignore specifics actors?
Here's my current configuration :. Tags: None. You can't do that from the spring arm, unfortunately you have to set the collision channels to the rest of the actors to not block the camera channel instead. Definitely something that Epic needs to work on, there is also a weird camera jittering bug with it that I reported a few weeks ago. Comment Post Cancel.
So on my Pawn, I have to set the Capsule collision to ignore Camera trace? I already did that but it isn't working. It should be working just tested, works for me. I noticed in your screen however that your spring arm is attached to your camera instead the other way around. Attached Files capture. PNG 0, 0 views capture. PNG 0, 0 views. Last edited by NaggingDaivy ;PM. Up please! EpicForum Style. Yes No. OK Cancel.Triggers are Actors that are used to cause an event to occur when they are interacted with by some other object in the.
In other words, they are used to trigger events in response to some other action in the level. All of the default Triggers are generally the same, differing only in the shape of the area of influence - box, capsule, and sphere - used by the Trigger to detect if another object has activated it. Triggers can be placed in the level by dragging and dropping one of the Trigger types from the Basic section of the Modes panel when in Place mode.
Triggers are used to activate events placed inside of the Level Blueprint. There are several different types of events that a Trigger can activate.Unreal Engine 4 Tutorial - Decals
The main ones happen in response to a some type of collision with another object, such as something hitting or overlapping with the Trigger, or in response to input from the player. Choosing an event via either of these methods results in an Event node being added to the Level Blueprint for the current level:. The exec pin of the new event node will fire each time the particular event occurs - in the example above, any time an Actor overlaps or runs through the Trigger:. We're working on lots of new features including a feedback system so you can tell us how we are doing.
It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime. Unreal Engine 4. On this page.
Placing Triggers Triggering Events. Select Skin. Welcome to the new Unreal Engine 4 Documentation site! We'll be sure to let you know when the new system is up and running. Post Feedback.Metalness in DBuffer decals. Posts Latest Activity. Page of 2. Filtered by:. Previous 1 2 template Next.
Are there any plans to add functionality for using the metalness material input when using DBuffer decals? I think that would be very helpful, especially since the introduction of mesh decals in 4. I know of course that you can use metalness when using the translucent and stain blend modes, but the problem with those is that they don't work with static lighting. For that we need to use the DBuffer decals, which don't support metalness. This makes it effectively impossible to use the decal system for things like rivets, screws or scratches exposing metal under an object's paint.
What's Epic's stance on this? Is that on the roadmap? What kinds of feasible workarounds are there? I currently use a masked material applied to a dedicated decal mesh consisting largely of quads and tris laid over the mesh geometry.
This works well, but such a material setup is a little more costly than the deferred decal one. I feel like using deferred decals for this kind of added mesh detail should be the cannical way, but current limitations still get in the way of that. Best regards, Rames. Tags: None. Hey ramesjandi, Thanks for taking the time to write up this feature request. I do see how the Metallic value being exposed for Dbuffer decals could be useful for examples aforementioned in your post.
I have gone ahead and written up a feature request ticket to have it reviewed as a potential future feature in the engine. For tracking purposes you can follow and vote on the issue following the link below to our Public Issues tracker.The system we have can seem a little complex at first, but it is very powerful and consistent, so I wanted to give a little background on how we arrived at it. The first thing to know is that when you say something should collide, you have to choose whether you can penetrate it or not.
Or does the query decide what types of object it is looking for? In different scenarios they both make sense, so UE4 supports both! A brick wall is set up to block both, a shrub blocks visibility but not weapons, and bulletproof glass blocks weapons but not visibility.
When you do this kind of query you specify a single Trace Channel. If I changed this around so the game code had to know what types of object to query for, our game could need a huge number of different types to handle all these situations! When you do this kind of query, you can specify multiple Object Channels. Things get a bit more complicated when you want to handle collisions between moving objects, because there can be so many combinations.
When two objects intersect, we look at how they respond to each other, and take the least blocking interaction, like so:. Now the player moves forward.
First he will overlap the shrub. The Player is of type Pawn, and the Shrub wants to Overlap that. Checking the chart, the final result is Overlap! Similarly the Brick Wall and Player both want to Block each other, so the player walks through the Shrub generating an Overlap event and is stopped by the wall generating a Hit event. Even though this system gives a lot of control over what objects in your level will collide with, in practice most objects fall into common configurations.
When you select an object in the level, you will see a simple dropdown, allowing you to select a Preset:. UE4 has several of these built in e. Complex Collision refers to using the actual rendering geometry for collision. This is most useful for things like weapon traces, where you want to be able to shoot exactly what you see.
When you perform a collision query, you tell UE4 what kind of geometry you want to collide with. In the editor there is a handy View Mode that lets you see the world as a player will collide with it:. So that is the whole, heady world of collision filtering in UE4!
I hope it was helpful to understand some of the problems we are trying to solve and how to make use of it for your own game. Any questions or comments?