Ok so I’m coming from UDK and I have a material that I set up as Translucent and 2 sided, and I use a parameter to fade between 50% translucent and 100% opaque. (It works in UDK.)
However when setting up the same material in Unreal 4, the back polygons are showing up in front of the front polygons. seems the sorting order is screwy in Unreal 4.
If this is some kind of rendering limitation in Unreal 4 than I suppose I’m screwed. but yeah I hope there is some kind of work around someone could point out, because a lot of the game I’m working on requires this feature to function.
Notice the back and side walls render in front of the front wall (with 100% opacity), they are behind the front wall)
I’ve also looked into the dithering method, but it does not render translucent objects behind one another.