Is Masked material supposed to render as Translucent?

When I try to create a Masked material - pixel alpha values above the clip threshold are rendered as translucent instead of opaque.

The documentation states:
“Masked BlendMode only has pixels that are completely opaque or completely transparent”

But that is not what I am seeing in 4.27.2:

When using the forward renderer with MSAA it will use Alpha to Coverage for masked materials which provides (if I recall correctly) 3 steps of translucency. The main benefit of this is that you can use the extra steps of translucency to antialias foliage and other masked materials.

Ben Golus did a great write-up of the feature and how to use it for antialiasing: Anti-aliased Alpha Test: The Esoteric Alpha To Coverage | by Ben Golus | Medium

Yup, just got a reply pointing to the same from the Unreal Slackers discord - Unfortunately I’m not using it for foliage, but just doing a bit of math can make it work more like what I was expecting.

Hi @Arkiras
i’m facing a similar issue during my translucent material: my goal is to make my 3D solid (created for example with blender) intersect the surface of my landscape and only there creating an outline of the borders (as you can see in screenshots)

I want to make the colour of the outline not continuous but like a “dotted non continuous style”, how can I edit my graph in order to add this variation to the applied colour?

Thanks for your attention and I hope in your adivces!
best wishes.
Roberto