Artefacting between meshes using the same translucent glass material

The front glass and back glass are two separate skeletal mesh components.
The artefacts appear on the component that is behind the first component.

I got these glass materials off the marketplace.

This is the material instance:

This is the base material:

Any help solving this please?

PS: The flickering artefact on the seams of the two components are not caused by overlapping faces, there is indeed a gap between them.

BUMP?

Had to resort to ChatGPT for the answer.

Translucency Sort Priority should be changed on one of the Mesh Components in the BP.

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)

:white_check_mark: FIX 1 (Most common): Set Translucency Sort Priority

This is the intended solution.

For the mesh that should render on top:

Mesh Component → Rendering → Translucency Sort Priority