Lumberyard
User Guide (Version 1.15)

Decal

Component entity system is in preview release and is subject to change.

Use the Decal component to place a component on an entity.

Decal Component Properties

The Decal component has the following properties:

Visible

If selected, shows the decal.

Projection Type

Specifies the type of decal projection: Planar, On Terrain, or On Terrain and Static Objects.

Default value: Planar

Material

The decal's material file.

Sort Priority

Sort priority relative to other decals in the system.

Valid values: 0 – 255

Default value: 16

Depth

Projection depth for deferred decals.

Valid values: 0 – 10

Default value: 1

Offset

Allows offsetting the decal relative to the entity's position.

Default value: 0,0,0

Opacity

Degree of transparency for the decal (only available for deferred decals).

Deferred

Shows No for Planar and On Terrain Projection Type. Shows Yes for On Terrain and Static Objects.

Max view distance

The furthest distance at which this decal can be viewed.

View distance multiplier

Multiplier to the automatically computed fade-out camera distance.

Minimum spec

Minimum spec for the decal to be active.

EBus Request Bus Interface

Use the following request function with the EBus interface to communicate with other components of your game.

For more information about using the event bus (EBus) interface, see Working with the Event Bus (EBus) System.

SetVisibility

Sets an explicit value (true/false) on the decal's visibility.

Parameters

true or false

Show

Shows the decal.

Parameters

None

Hide

Hides the decal.

Parameters

None

The following is an example of script using the Request Bus Interface.

function decalexample:OnActivate() DecalComponentRequestBus.Event.Hide(self.entityId) DecalComponentRequestBus.Event.Show(self.entityId) DecalComponentRequestBus.Event.SetVisibility(self.entityId, false) end