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!