Proper workflow for Particle Mesh Decal in Unreal?

Having a brutal time getting any kind of depth mapping on my decals - wondering what the best workflow for getting depth into my particle system spawned mesh decal?

Particle is spawning a cube mesh with a material on it.


The only material type that works properly is Surface . Translucent. I feel like deferred decal “should” work but I could be using it wrong. The problem with my current setup is there is no normal.

Any thoughts on workflow? Running in UE5.

Try with deferred decals, there should be a blend option that allows normals…