AfterDOF for translucency does not render after depth of field

The material setting [Transparency Pass -> After DOF] does not behave as expected. A mesh using a translucent material is still affected by Depth of Field (from a Post Process actor) in the default viewport.

The issue occurs in UE 5.2–5.6 (I’ve tested across this range; it’s likely all UE5 versions are affected).

In UE 4.27, where the equivalent setting was called “Render After DOF”, translucency could render correctly without being affected by DOF.

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It doesn’t seem to be possible to achieve the result from UE4.27 (upper image) in UE5.

Is there a known workaround to reproduce the UE 4.27 behavior in UE5, or am I missing a required setting or pipeline change?

Extra note:

Using [Transparency Pass -> After Motion Blur] produces the desired visual result, but it also disables depth testing, which makes it impractical for use.

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I also downloaded 5.6 Content Examples, here you can see that Separate Translucency does not really work:

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Steps to Reproduce

  1. Open the attached project
  2. Click the sphere actor on the scene
  3. Check its material has the setting Translucency Pass->After DOF
  4. Notice that the sphere mesh is still affected by DOF
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You can try r.Translucency.AutoBeforeDOF 1

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Hello,

Thank you for reaching out.

I’ve been assigned this issue. Please try the suggestion above, and if it does not address the issue, please let us know, and we will continue our investigation.

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