Strange render-order in material

I have many skeletal mesh assets that have an identical material structure, so I decided to make a master material that I can make instances of whenever I make a new one of this type. There’s also an effect I intend to implement where the player, and any of these assets that the player has equipped, can cloak into a pseudo-invisibility over about a second, so I decided to make this master material translucent and set the opacity to a scalar parameter that I can later drive elsewhere when the ability is activated.




After setting the material’s lighting mode to Surface ForwardShading, I was able to keep Metallic, Roughness, and Normal pins as active material attributes, as well as have a variable opacity parameter. Now, however, seemingly random parts of the shader are rendering incorrectly, with parts of the mesh being z-ordered out of order with respect to each other. For example, I placed part of a rifle’s trigger in the interior of the mesh so that when it rotates from being pulled, the rest of the trigger can be seen. With the new material applied, now the entire trigger can always be seen through its housing, even though the housing is still opaque.




I feel as though I need a specific configuration of material settings in the “details” pane to accomplish the effect I’m looking for, but none of the options seem intuitive(I set two-sided to be true, and the rendering error became much more exaggerated). Does anyone have any insight into why this isn’t working?

This is the node graph for the material. The texture parameters get set in each instance of the material.

This is the details panel within the material

Thank you for listening(reading?).

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