From my understanding (and I’m not an expert at rendering), deferred rendering don’t support the concept of depth priority in this way. So when UE4 moved to deferred rendering by default it lost the ability to manually adjust the depth. I don’t know (as in haven’t looked) to see if the experimental forward renderer supports it. I’ve heard that some projects build multiple passes but that has the limitation of lighting can only affect a single pass. So in the case of a weapon (or other in-game mesh) you won’t get accurate in-game lighting. I’m sure there are work around/etc. If I remember correctly for UT we simple made sure the 1st person weapons were scaled to be always inside the collision capsule and then used panini projects to make them look right.