Spawning decals
The plugin allows you to spawn decals on the ground.
To configure and spawn a decal, create a DataAsset
from DA_EFS_Decal
.
Once created, the data asset can be added to your component.

Alternatively you can add and remove Decal Data Assets in runtime using AddDecalData
and RemoveDecalData
.
Content of the Decal Data Asset.
Affected Surfaces: Set the desired surface types for the decal to spawn on. Multiple surfaces can be added here.
Decal material: Select your decal material.
Should Attach: If true the decal will be attached to the component below when spawning.
Foot Size: Set the size on your actor's feet.
Decal Height: Set the X extent of your decal.
Fade In: How long should the decal take to appear.
Decal Duration: How long should the decal stay visible.
Fade Out: How long should the decal take to disappear.
For the fading to work, the decal fading should be implemented in your material, with the Decal Lifetime Opacity
node.
More advanced uses
For more advanced uses, you can override OnDecalSpawn
both in Blueprint and C++ to add custom code when a decal is spawned.

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