I have a question regarding translucent materials and geometry collections
Namely, I’m trying to make a wall that, when “broken down”, it will, after a delay, become transparent over time.
I’ve gotten everything (to my knowledge) right, except for the material.
Here’s my blueprint:
The material is justa fully default material with the exception that it’s translucent and has a Scalar variable feed into opacity (as seen in Blueprint image 2)
Here’s how it looks like in game, standing upright:
Here’s how it looks, knocked down:
As you can see, multiple chunks of the wall are being rendered, looking almost as if the normals are inverted. Then, once it’s knocked down, chunks are being rendered behind other chunks and displayed on top. To note: the opacity on the wall/chunks in both those images is set to 1.
Thus, my question: How do I prevent this from happening? How can I render all of this properly, if possible?
Regardless, thank you for your time.