, you may be right about , at least in my situation. I tested out - when my material is translucent (and only true for type), ordering of sprites appear to be based on how close it is to camera. Of course, being orthogonal closest to camera in case is being closer to center of screen. So when my sprites are closer to center of screen, they show on top regardless of their Y values. I’m sure there’s a good reason for it, but why only Translucent materials? And regardless , really needs a fix, I hope guys at Unreal can make something happen :).
Thank you alldogsgotoheaven,wish you had replied earlier since I eventually figured out by myself and reported it a few posts back.It would had saved me a lot of time.