Hello,

I have been trying to add a custom impact effect that replaces the blood decals 
when players are shot while they have a shield.  I got it to apply the animated 
decal to the model fine, however there seems to be no way to only have the 
decal play its animation once and then die.  I have tried writing a new 
material proxy based on the AnimatedTexture proxy, but ran into a lot of 
problems.  First of all, there seems to be no way to remove a single decal on a 
model after a certain amount of time, from the proxy or otherwise.  This led me 
to try adding a timer and various other ways of detecting whether the animation 
has played once, but it appears that a single proxy class is used for all 
materials set to use that proxy.  That means that any class member variables to 
keep track of whether the animation has completed apply to all of the decals 
created in the future as well, preventing them from showing at all.  The ideal 
solution would be a way to remove the decal from the model after it's finished 
with its animation, but even a way to hide it until it gets removed by the 
model decal limit would be sufficient.  I've run out of ideas except for using 
a quad effect instead, but that doesn't look nearly as good.

Thanks for any help,
Jory
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