# Spawning decals

To configure and spawn a decal, create a `DataAsset` from `DA_EFS_Decal`.

Once created, the data asset can be added to your component.

<figure><img src="https://1114327333-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FPDAn56YPaXrBOaYKWGxY%2Fuploads%2FysqHJa7CPGzPLGniZigy%2Fimage.png?alt=media&#x26;token=3081d851-7e5f-4453-bbd7-a8a1f642bfba" alt=""><figcaption><p>You can add decals directly from the component</p></figcaption></figure>

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.

<figure><img src="https://1114327333-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FPDAn56YPaXrBOaYKWGxY%2Fuploads%2FaxH4scsVm7rjc4ksWefz%2Fimage.png?alt=media&#x26;token=f632a15d-210c-47be-b899-55aa1f4eb8a6" alt=""><figcaption></figcaption></figure>


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