I have made some Post process fog with depth fade, and it is bugging out like crazy when I enter selection mode. However, in landscape mode it seems fine, but it is cutting the top off of my transparent cube. BTW I am using UE5.7.2. I have tried multiple methods apart from depth fade as well but they give me the same outcome.
Fog built from a post process material using SceneDepth only sees opaque geometry, because translucent materials don’t write depth. That explains the transparent cube getting cut: the fog is applied after/over it using the opaque depth behind it.
Things to check:
Try changing the Blendable Location on the material (Before Translucency vs. Before Tonemapping) and see how it composites against the cube.
If the cube is translucent, enable “Output Translucency Velocity”/render it in the Separate Translucency pass, or just use a lit opaque/masked material for it as a test to confirm.
The flicker only in selection mode is likely the editor selection outline pass reusing the depth buffer. Press G (Game View) or Play In Editor to see whether the issue exists in-game, otherwise it’s editor-only.
For a robust result use Exponential Height Fog (or Volumetric Fog) with Fog Start/Falloff, and only keep the custom post process for stylization.