Impact of Mesh Topology on the Refraction Behavior of Glass in Unreal Engine 5 (Especially Curved Surfaces)

The experimental Substrate material pipeline might help here?

ref - Overview Of Substrate Materials In Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community

It’s a new rendering paradigm for materials in that it more-accurately reflects (lol) the bi-directional scattering of light. That light just doesn’t reflect off-of and get absorbed-by a material but that the light can then pass to a NEW material, with different properties and be properly, well, shown.

Unsure it would help here but it’s not-the-same as what we are using today with the PBR pipeline, and it SHOULD offer some improvements with regards to refraction, non-opaque materials.

Just a thought. Otherwise to my limited knowledge I am unaware of any glass-specific type controls you are looking for. You could write your own in the materials-shader if you know better, but OOB I don’t think the engine does what you are asking.