Advanced Decal Component

The Advanced Decal Component offers features to customize your characters, add decal layers to animated skeletal meshes and static meshes. You can edit the layer stack, move layers up or down, scale and rotate decals, and change their color and opacity.

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Description

V3 Update (Memory Optimization, Save & Load Decals, New In-Editor GUI) YOUTUBE LINK

V2 Update (PBR Decals, Wraps, Material Brushes) Video: YOUTUBE LINK

Demo Video: YOUTUBE LINK

Advanced Decal Component is a StaticMesh/SkeletalMesh UV independent Mesh Decal Projection tool with multi-layer support (add,edit, move up/down and remove). Usable in editor-time as an Actor, and at runtime as a component attached to desired blueprint. The component projects, packs and bakes all decal texture to the mesh UV for optimal performance.

By attaching this component to an actor with mesh data (Skeletal Mesh, Static Mesh) you can paint skins and decals on said actor. You have total control over where to project the decal (see section ‘2.Requirements’ below), stack multiple decals on top of each other, edit existing decals, or remove baked decals. It also works on translucent surfaces.

An example widget and Actor to manipulate the layers are available. An Actor blueprint with a skeletal mesh component is considered as an example target with added Decal Component to showcase integration of the subsystem with your game.

These are the advantages over conventional Decal Components in Unreal Engine 4:

Conventional: Bleeds to other actors that have bReceivesDecals On.

Conventional: Can’t have control by default over what material to project

Conventional: Doesn’t blend between decals of multiple DecalActor/DecalComponent instances

Conventional: Doesn’t support projection on translucent surfaces by default because it requires depth information

Conventional: Number of actors/components keeps going up as u add more decals making it hard to manage all the actors

Conventional: Active projection for all decal components/actors

Conventional: Only transforms are available by default, need to explicitly define other params in your decal material

Conventional: Must be socketed to a bone with chances of bleeding if collision cube touches other surfaces of the same/other mesh

The provided project has one example map to showcase the component usability. Without the example Skeletal Meshes, the project size is under 12MB.

A 3D concept car skeletal mesh (300MB)

A fully functional multi-purpose Color Widget Blueprint

Technical Details

Number of Blueprints: 10

Input: (Keyboard, Mouse)

Network Replicated: (Yes)

Supported Development Platforms:

Windows: (Yes)

Mac: (Yes)

Documentation:

V3 GDRIVE LINK

V2 GDRIVE LINK

Important/Additional Notes: Please feel free to read through blueprints’ descriptions.

Supported Engine Versions

4.24 – 4.27, 5.0 – 5.3