I have a Blueprint with a static mesh component that is translucent. I understand that translucent meshes don’t render to the scene depth, so I followed the advice in this post, but it doesn’t work.
The idea is to duplicate the static mesh, and then turn of Render in Main Pass and turn on Render CustomDepth pass on this duplicate mesh. That way you don’t see the duplicate mesh in game, but it will still render to the scene depth. However this appears to no longer work. The duplicate static mesh does not render into the scene depth buffer at all.
Is this a bug or is there a new way to do it now, considering that post was from 4 years ago.