Affected surface types: These three buttons will set which types of geometry objects are to be affected by the decal.
Material: Material file for the decal.
UV SubDivisions: number of subdivision in which the decal texture will be split (1×1 = 1 subdivs, 2×2 = 4 subdivs…)
Current SubDiv: index of the subdivision currently in use. These are numbered in a left to right, up to down order.
Decal Offset: distance that will separate the decal from the “host” surface.
Max triangles: maximum number of triangles the decal will use when generating the mesh.