How to disable depth test for opaque material?

I’m using UProceduralMeshComponent for rendering, however, I found a z-fighting problem:

The two areas are flicking because pixels are at the same depth and position.

I found changing material to translucent can help but I need the shadows on the ground, so it must be opaque.

What I want is the same as in Unity:

“RenderType”=“Opaque”

ZTest Always

Can I do that in Unreal?Or I’m in the wrong way? Thanks!

Yea I don’t think unreal lets you disable depth testing on opaque materials. But maybe one of these two methods could be a decent work-around:
(1) Add a duplicate mesh that has Cast Shadows enabled, but Render In Main Pass disabled.
(2) Use a very small, constant Pixel Depth Offset on the material.