Painters Algorithm (aka Priority Fill or Depth Sort Algorithm) Implementation in UE4

I’m relatively new at unreal, and had a theoretical question. Is it possible to implement the Painter’s Algorithm for rendering polygons in unreal engine instead of using Z-Buffering?

Yes, but, it would be very hard and likely would tank your framerate.
Edit: Looked in your history, painters algorithm is not what you seek, stop faces from overlapping and it will just work.