Issue with RTX translucent Sprites ue 5.5 Niagara

Hi there!

I’ve been making some dust fx in niagara in unreal 5.5 with lumen GI and raster translucency, I’ve noticed when I switch to raytracing translucecny the particles don’t render correctly. Is there some kind of limitation or am I doing something wrong? I’ve use raytraced translucent particles in early ue 5 but in 5.5.4 it seems to be broken?

It’s like as if the alpha ins’t being calculated properly when there are overlapping sprittes.

Here’s with a light background:

If anybody could shine some light on this would be so helpful, thanks!

P.S. I’m using a newly created default project with default settings and the default “translucentLitSprite” material, but I’ve also tried enabling separate translucency and played with pretty much all the settings I though it could interfere with the translucency :woozy_face: