Of course, if I don’t use the height based fog it goes back to normal. I don’t really want to do this though. The level is missing a lot without it. Am I missing something? It also occurs on the glass windows in a building that is in the scene.
Thank you Eric, but I had already read that posting. None of it actually solves the issue I am having. My translucent materials are setup correctly, the sorting problem occurs once I add atmospheric fog along with exponential height based fog. Once I do that, all of my objects with a translucent material render through the height fog. The only way to make it stop is to remove atmospheric fog. I can’t find anything that explains this. In an outdoor/open world game, these two fog types are both pretty essential.
After some investigation, I can see that this is in fact a bug. I have entered it in with our engineers and will keep you informed as we progress toward a fix.
Found a temporary workaround to solve this issue. you just have to create a scene depth mask to add self illumination that uses the same overall color as your atmospheric fog. Will work at great distances up to a certain point.
It is now February 2015 (almost March) and this bug still exists. I reported it in July last year. We have a vast island landscape and one of our distant lakes renders right through the fog. It looks horrible.
Unfortunately this issue is still backlogged, but a developer has been assigned to investigate a fix for it. I wish I had better news to tell you, but I have added a comment to the issue report asking for an update. As soon as I hear anything I will get back to you
I noticed that this is issue has been marked as resolved, I wonder if it’s really been resolved? i am still using 4.8 and i am currently being troubled by this particular bug.
Sorry to ask you this again because i could not find information regarding the UE-2974 issue that you have mentioned. But i noticed this in 4.9 changelog:
Fixed missing rendering of some translucent geometry, editor/debug material had SeparateTranslucency on, which often it shouldn’t be.
Was that the fix? I am still a bit reluctant to migrating my project to 4.9, but if this is actually the fix then i will definitely do the migration.