In the Material properties, UEFN supports the “Allow Custom Depth Writes” option to be enabled, but then in no scene actor there’s the option to enable “Render CustomDepth Pass”… Why would that be?
I’m getting visual artifacts when attempting to configure a mesh with a transparent material. These artifacts are basically triangles from the back of the mesh rendered in front of it. I tried following this tutorial, which is directed towards UE5 and it works just fine, but it relies on rendering custom depth passes on meshes so that the triangles are ordered correctly and UEFN does not seem to support this…
Is there a way to fix this issue with the current version of UEFN? Would it be possible to allow custom depth pass rendering in the near future?