Translucency Clipping Problem with Opaque Objects

TLM_Surface setting has been the used from the start. When Separate Translucency is turned off it doesn’t change how objects with opacity 0.0 appear in-game, but when opacity is turned up to 1.0, all kinds of weird refractions start happening, see screenshot attached to this comment.

Are you saying that when materials are rendered with blend mode Translucent, even though they have set opacity of 1.0 (fully opaque), they are never actually fully opaque and are partially see-through by design? If so, then the z-sorting problem of where parts of opaque objects are rendered on top of each other isn’t a bug per se.

However, for objects with fully translucent materials (opacity set to 0.0), refractions should still be showing up in the editor as opposed to them only showing up when the game is launched, correct?