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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