Its saddening where we’re headed, but it works. Let’s hope nobody hijacks our reliance on a product rather than each other. This is the ChatGPT answer to this question:
It happens because Translucent materials don’t write to depth.
That means:
No depth buffer write
UE sorts translucency per-object, not per-pixel
Two meshes at similar depth → sort order flips frame to frame
So even with no overlapping faces, the renderer can’t consistently decide:
“Which glass mesh should be drawn first?”
Result: flicker / popping / swapping
Same material + similar bounds = unstable sort
Because both meshes:
Use the same glass material
Are close together in depth
Have large or intersecting bounds
UE’s sort key changes slightly with:
Camera movement
TAA jitter
Floating-point precision
So it alternates which one draws on top.
How to fix it (pick what fits your case)
FIX 1 (Most common): Set Translucency Sort Priority