But they do not work in indirect static lighting. This means around any light that is set to static:. Or in any lighting scenario where decals are not being directly lit by stationary and moveable lights:.
Unreal Engine 4 features an updated decal rendering system that contains more predictable performance behavior and generally render faster. But this means by default and design decals do not render in indirect baked static lighting. All decals would need to be receiving dynamic lighting for them to show any lights that are set to stationary or moveable type.
In order to have decals to render in indirect lighting you need to enable DBuffer decal option. This is disabled by default because it does contain a slight CPU and memory cost. Now open material editor for only those decals that you want to work in indirect static lighting.
Not all decals you have may need to be updated. Inside Details tab in Material Editor, use drop down menu to select one of the following options for Decal Blend Mode:.
Choose one that uses those input material properties. Use DBuffer option those that work in indirect static lighting for decals that need to be used in indirect static lit areas. Note that they will NOT render in indirect lighting. If decals need to be used in all lighting situations, change them to "DBuffer Translucent If enabling DBuffer decals in Project Settings crashes your project then here is how reset these settings.
Go to directory where your project is stored. This might be on C: drive or another drive. In my situation, I store all UE4 projects on E: drive. 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.
Performance Guidelines for Mobile Devices
All rights reserved. Duplication and distribution is illegal and strictly prohibited. World of Level Design website, its tutorials and products are not endorsed, sponsored or approved by any mentioned companies on this website in any way. All content is based on my own personal experimentation, experience and opinion. Template powered by w3. To the Top.More results. Recently, I came upon some posts saying that they're not supported on mobile devices.
But those posts were from a few months back and I can't find any such thing in the decal documentation. So could anyone please let me know if decal functionality is available on mobile platforms? If not, are there any alternatives apart from using plane static meshes at the base? Stormrage 1. I have posted this in the forums too, and unfortunately received no reply over there as well.
Any confirmation regarding this matter would be of great help to me. So I got a reply from the forums. It seems decal support is not available for mobile devices at the moment. Here's a link to the post on the forums:. Unreal Engine Forums: Decal functionality for mobiles devices? Is there is any alternative for mobile devices now? I do not even know how to make good mobile game without decal support.
I don't think so. I haven't anything further regarding decal support for mobiles. Since my game doesn't have randomly varying surfaces like landscapes, I'm using a plane static mesh at the feet of the character with a masked material. Attachments: Up to 5 attachments including images can be used with a maximum of 5. Answers to this question. I Cant get the decal to work help? Apply a texture like dirt or infestation from the feet up.
How do you create a normal only Decal? Are we still limited to 6 landscape textures in the newer versions of UE4? Using Custom depth, Custom Stencil and Deffered decals for visualizing characters effects Multiplayer. Mobile Material Texture Resolution Problem. Search in.
Search help Simple searches use one or more words.Posts Latest Activity. Page of 2. Filtered by:. Previous 1 2 template Next. Hahaha - yep I know what you mean. Every change I make to this darn thing needs to compile everything! So for your original graph: Are you saying this should work but for the alpha problem? In other words if I put the minimum opacity section of the new graph it should just work? Comment Post Cancel. Say a png with varying alpha and see through bits?
Does yours still work in the scene? I think i'm done for now with this. Uh huh This all makes sense now.
Decal Actor User Guide
Unfortunately it seems that this isn't actually possible for the time being. I am so surprised that it is basically physically impossible to do any kind of decal in UE4 without HDR on - it really baffles me! I would have thought a decal would be a staple requirement for a graphics engine on any platform!! In any event, thank you so so much for all your efforts on this - I really appreciate it. Thanks again. Yep - it is very disappointing I have to say.
I would expect better. IndieGameCove Can you please create a repro case using blank project and submit bug report before it's too late? They are aiming to make 4. It's not actually a proper solution, but y can simply use masked material with opacity mask base color alpha channel on a plane and just tightly set it on a surface where you need it.
EpicForum Style. Yes No. OK Cancel.Deferred decals offer better performance and easier maintenance. Writing to the GBuffer instead of recalculating lighting has several benefits:.
The performance with many lights gets much more predictable because there is no limit on the light count or type as the same code path is used for all of them. Manipulating a screen space mask also allows effects that otherwise would be considered difficult e. The easiest way to add decals to a scene is to select an appropriate decal material in the Content Browserthen right-click inside the Viewport and choose Place Actor from the context menu. The decal may then be resized and oriented using the transformation tools.
Once the decal is created, it can be positioned and oriented using the translation and rotation widgets. The non-uniform scaling widget controls the width, height, and far-plane distance of the decal volume. This allows the user to set a value to control how multiple decals will sort when stacked.
Higher values render on top. Be careful when setting sort values. Setting too many sort values on too many different decals prevents those decals from being sorted via state, which can harm performance. The DecalBlendMode setting defines how the material properties diffuse, specular, normal, opacity, The opacity is used to blend the decal contribution. An efficient decal is manipulating only few GBuffer properties.
This is for non-metal, put into DBuffer to work for baked lighting as well. This is for non-metal, put into the DBuffer to work for baked lighting as well. This allows the decal to override or fade the contribution in some areas. Note that the material blend mode also affects how the GBuffer values are blended together. So it is possible to multiply the diffuse color.
The decal local position is a 3d position in the range 0 to 1. The texture UV is giving you the x and y component.Posts Latest Activity. Page of 2. Filtered by:. Previous 1 2 template Next. Originally I was thinking I could blend materials on my terrain mesh not landscape; just plain static mesh to have tire tracks, foot prints, etc. However that didn't work out because blending via vertex color works for tiling textures, generally.
Now I am thinking that it would be nice to have a way to simply add stuff like tracks, foot prints, oil spill puddles, etc. Maybe there is a better way of doing this? Can someone please help with the material setup or another way of doing such "decaling"? Thanks beforehand. Tags: None. Comment Post Cancel. Have you tried the Decal Actor? IIRC, older versions of Android used to not work well with decals, but that got fixed. It uses GBuffer. It's a no-go for mobile especially mobile VR, as it uses forward rendering due to performance reasons.
Gotta fake it, but I am not sure how suspecting something similar to fake blob shadows. I am guessing since since these things are totally static, material should be simpler than for blob shadows, but I am totally lost with blob shadows anyway, so You can do worldposition behind translucency approach.
Check out the bullet train live stream part 2 for some examples.UE4 Tutorial - How To Use Decals
Then you can just project textures or whatever using that coordinate space. Originally posted by RyanB View Post. Hello IndieGameCove, Wow - thank you so much for your support - it is very close now!
The decal appears to work very nicely in the material editor editor preview projects the decal onto the "plane" in the preview window below exactly as it should!
If I make a brush or a box static mesh and apply this texture it comes out completely transparent - the decal is not projected onto my mesh behind the box! It feels like it is super close now because it works so well in the material editor window! I must confess - I didn't really understand your comment about "looks like for normals you'll want to uncheck tangent space normals and switch to one of the lighting modes that use normals"Decal Actor User Guide.
Welcome to the Decals example level! This level demonstrates ways in which Decals can be utilized in your levels. You then only need to apply a Decal Material, which is really just a regular Material that has had its Material Domain property set to Deferred Decal in the Material's Details panel.
As you move through the level, you will see a series of labeled plinths or displays. On each display is a number and short description, which corresponds to a section within this document.
Using Mesh Decals
By cross-referencing what you see in the level with what you read here in the docs, you can quickly gain an understanding of how each example was created. For more information on how to use this example level, please see our documentation over Using Content Examples.
Some of the examples you see in the level may require you to Play Alt-P or Simulate Alt-S in order to see the full nature of the effect. In such cases, the display plinth will instruct you to do so. However, feel free to play the game in the Editor at any time and freely wander through the exhibits! 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. See Also. This is only accessible from the Modes panel if you're in Placement mode. An overview of the Decal example level, example 1.
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.Shader Reduction Settings for Mobile. When developing for Mobile platforms, there are some things you should keep in mind when targeting specific devices or that are general good practices depending on the list of devices you want to release your title for.
This includes developing with a specific lighting tier to get the most out of performance on a device and why a particular lighting tier may work best for your target audience. You will also find some suggestions to keep in mind for any project you work on that will be developed with Mobile in mind. Unreal Engine 4 UE4 supports a variety of lighting features on mobile devices.
Using these features costs performance and may cause your game to perform poorly on slower mobile devices. While it is possible to mix and match most of UE4's mobile lighting features, it can be useful to categorize these features into the following tiers.
When building a mobile game, you should decide which features to use based on the quality of graphics your game requires and the types of devices you need to support. Check the compatibility page under iOS Development and Android Development for more information on what devices have been tested here at Epic and which tiers we think are most appropriate for that device. Provides the fastest and lowest overhead mode available for mobile devices, which enables your game to run well on slower mobile devices.
Still provides full access to the Material Editor for defining custom shaders and even performing simple shading that can be used to fake lighting. The scene's color is written out in gamma space with each color channel clamped to the range of [0,1]. Translucent primitives are blended in gamma space. In most cases, this will require you to author your translucent textures and Materials differently than you would in HDR or for a normal PC title. Make sure all of your Materials have their shading model set to Unlit for maximum performance.
Consider performing as many operations in the Materials Vertex Shader as possible. You can do this by enabling Customized UVsconnecting nodes to them and then in the pixel shader using a Texture Coordinate node to target the customized UV.
In this tier, you will leverage Static lighting and fully rough Materials to create levels with interesting lighting while maximizing performance to reach a broader range of mobile devices. Translucency is blended in linear space, enabling you to author content as your normally would for Desktop.
Since all Materials need to be marked as Fully Roughyour Materials will not have interesting specular reflection. If you choose to disable Lightmap DirectionalityNormal Maps will have no effect. Consider disabling the flag for Lightmap Directionality in your Materials for additional performance.
Disable some Post Processing features completely, like Bloom. Also, stick to the basic set of film and color controls. See Mobile Post Process for more details.
In this tier, you take advantage of most of the HDR lighting features available for mobile in UE4, as well as some of the Post Processing features. Using these features requires quite a bit of performance in exchange for high-quality lighting features. Translucent is blended in linear space, enabling you to author content as you normally would for Desktop.
Realistic specular reflections in combination with HDR lighting can lead to specular aliasing. To reduce this effect, enable the Material property for Normal Curvature to Roughness to reduce specular aliasing due to high-frequency information in your normal map. Take time to consider the placement of Reflection Capture Actors to achieve the best results.
See Reflections: Placing Reflection Captures for more information. This tier is the same as Full HDR Lighting and has the same advantages and recommendations with the exception that here you can add a single Directional Light to your scene that automatically uses per-pixel lighting for higher quality. All of the features and advantages listed for the Full HDR tier.
Use only Static Lights in your except for a single Directional Light, which should be set to Stationary. The Shader Complexity view mode in the Mobile Previewer to get a sense of what your Material costs will be for specific devices you are targeting. The colors indicated on screen will tell you how expensive the Material is for the device you're targeting; green means good performance, bright red means very expensive, and white or pink means that the Material is very expensive.
These are some examples taken from Mobile Sun Temple to give you an idea of Material cost when viewed using Shader Complexity:. The pillar Materials are fairly expensive here, and the translucent volumetric sheets are very expensive. In this scene, I asked to have the translucent sheets should be removed, as they cost too much.