It is simple as that, two importatnt things though: 1. Watch out if there's a collision capsule/box or some meshes in the blueprint of the skeletal mesh that you're targeting - that can easily entirely block your line trace. In collision, set their visibility trace to ignore(skeletal mesh to block Visibility) 2. If you're not seeing anything in decal material, after connecting A to opacity, connect A from texture Sample to Emissive Color as well.
The video is very good and it works, thanks for that. But I can't get it to work for my character, I need when I'm in combat to have the effect that splashes blood on his face and body.
Wait, this works in UE5.3!? Because there was some issue before in one engine version that made this not work. So I'm using a screen capture instead... But does this work with see-through (see through mesh), depth, and multiple layers (like if you shoot at one place multiple times, you can spawn another decal or lower opacity)?
I am using it in my projects which are on 5.3, I have not tested others. If you want things like opacity, depth, and layers you would need to use a render target lerped on the model parent material. I can make a video on that in the future.
It is simple as that, two importatnt things though:
1. Watch out if there's a collision capsule/box or some meshes in the blueprint of the skeletal mesh that you're targeting - that can easily entirely block your line trace. In collision, set their visibility trace to ignore(skeletal mesh to block Visibility)
2. If you're not seeing anything in decal material, after connecting A to opacity, connect A from texture Sample to Emissive Color as well.
you are my hero, thanks for the first point
Thanks for the tutorial! I thought this was way more complicated than it is.
It can be if you want to use render targets but for most use cases this works just as well
Intro speech: agreed + insta subbed
very useful, nice and short video. thanks for sharing
Glad it was helpful!
This doesn't work for me, for some reason the skeleton cast shows False
The video is very good and it works, thanks for that. But I can't get it to work for my character, I need when I'm in combat to have the effect that splashes blood on his face and body.
Will this tutorial make it possible to tattoo characters?
you are a G sir.
great tutor, thank you man!
nice job
Wait, this works in UE5.3!? Because there was some issue before in one engine version that made this not work. So I'm using a screen capture instead... But does this work with see-through (see through mesh), depth, and multiple layers (like if you shoot at one place multiple times, you can spawn another decal or lower opacity)?
I am using it in my projects which are on 5.3, I have not tested others. If you want things like opacity, depth, and layers you would need to use a render target lerped on the model parent material. I can make a video on that in the future.
goat
Most enoying keyboard ever holy shit my ears
I am getting a new mic, I am using a webcam and my keyboard is a razer green switch which are very clicky. hopefully the new mic should fix it.
Dude…… this is literally why people buy those assets
To not have to spawn decals and paint into the mesh directly.
liked and subbed 7:30