I’ve got a 2D game using static meshes (not Paper2D). There will eventually be a lot of things in the world and moving around. This will include objects moving through the same space. When this happens Z fighting is an issue if they are at roughly the same Z position.
Is there a better way of solving this than simply ensuring that every mesh is at a different Z position? It seems like the most obvious solution but it does come with a bunch of management to ensure nothing shares the same Z pos. Is there perhaps something built into UE4 that will enforce a sort order i.e. mesh A always renders on top of mesh B? I have a feeling managing the Z pos is the best way to go, regardless, but I am curious if this functionality exists.