How to create a translucent scene proxy?

Does anyone know how to render a translucent mesh/box with FDebugRenderSceneProxy? Or maybe point me in the right direction.
The default GetBoxMesh() is invisible if a translucent material is applied.

I tried looking at how the nav mesh preview does it in NavMeshRenderingComponent but I’m not sure how it works and why that can render a translucent material.

This is how the nav mesh preview renders:

	
                    FMeshBatch& Mesh = Collector.AllocateMesh();
					FMeshBatchElement& BatchElement = Mesh.Elements[0];
					BatchElement = MeshBatchElements[Index];

					FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer = Collector.AllocateOneFrameResource<FDynamicPrimitiveUniformBuffer>();
					DynamicPrimitiveUniformBuffer.Set(FMatrix::Identity, FMatrix::Identity, GetBounds(), GetLocalBounds(), false, false, DrawsVelocity(), false);
					BatchElement.PrimitiveUniformBufferResource = &DynamicPrimitiveUniformBuffer.UniformBuffer;

					Mesh.bWireframe = false;
					Mesh.VertexFactory = &VertexFactory;
					Mesh.MaterialRenderProxy = &MeshColors[Index];
					Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
					Mesh.Type = PT_TriangleList;
					Mesh.DepthPriorityGroup = SDPG_World;
					Mesh.bCanApplyViewModeOverrides = false;
					Collector.AddMesh(ViewIndex, Mesh);

And I believe this is what GetBoxMesh does:

FMeshBatch& Mesh = Collector.AllocateMesh();
		FMeshBatchElement& BatchElement = Mesh.Elements[0];
		BatchElement.IndexBuffer = bHasValidIndexBuffer ? OneFrameResources->IndexBuffer : nullptr;
		Mesh.VertexFactory = OneFrameResources->VertexFactory;
		Mesh.MaterialRenderProxy = MaterialRenderProxy;
		BatchElement.PrimitiveUniformBufferResource = OneFrameResources->PrimitiveUniformBuffer;

		Mesh.CastShadow = Settings.CastShadow;
		Mesh.bWireframe = Settings.bWireframe;
		Mesh.bCanApplyViewModeOverrides = Settings.bCanApplyViewModeOverrides;
		Mesh.bUseWireframeSelectionColoring = Settings.bUseWireframeSelectionColoring;
		Mesh.ReverseCulling = LocalToWorld.Determinant() < 0.0f ? true : false;
		Mesh.bDisableBackfaceCulling = Settings.bDisableBackfaceCulling;
		Mesh.Type = PT_TriangleList;
		Mesh.DepthPriorityGroup = DepthPriorityGroup;
		Mesh.bUseSelectionOutline = Settings.bUseSelectionOutline;
		Mesh.BatchHitProxyId = HitProxyId;

		BatchElement.FirstIndex = DrawOffset ? DrawOffset->FirstIndex : 0;
		BatchElement.NumPrimitives = DrawOffset ? DrawOffset->NumPrimitives : (bHasValidIndexBuffer ? (OneFrameResources->IndexBuffer->Indices.Num() / 3) : (bHasValidVertexBuffer ? OneFrameResources->VertexBuffer->Vertices.Num() / 3 : 0));
		BatchElement.MinVertexIndex = DrawOffset ? DrawOffset->MinVertexIndex : 0;
		BatchElement.MaxVertexIndex = DrawOffset ? DrawOffset->MaxVertexIndex : (bHasValidVertexBuffer ? OneFrameResources->VertexBuffer->Vertices.Num() - 1 : 0);

		Collector.AddMesh(ViewIndex, Mesh);