I think it might be the normals on the text meshes themselves. Have you tried exporting one or two to Blender and taking a look?
Yes I already does this, and if I flip some normals so that they are facing inside, they don‘t shine through the Normals in Front of it, but on the place of the flipped normals will be a hole.
But I passed the option of importing my text several posts before. All I wanted to fix now is the issue with the text of the 3D Text plugin of the ue5.
And sadly I have to pass this option too. Because the issue with this Text is the sorting order, because in Unreal created text surly has no problems with it‘s normals. I think the only way to go is to render the video without text und finalize it with davinci.
This is the compromise that basically all deferred renderers make. If you familiarize yourself with real time rendering pipelines you will understand why this is not a trivial task.
Transparent objects have to be drawn in a totally separate pass, usually after everything else. If they had all of the features that the opaque materials did it would literally double to frame time and buffer memory requirement and make it impossible to run real time.
There is only so much space on a gbuffer, so much VRAM on a GPU, so compromises are necessary.
Hey Raycord_de1,
Did you find the solution?
I am also trying to get the same fade in and fade out effect with my floor and I am encountering the same problem.
How did you achieve it in your project?
I have found the solution. Change the blending mode of the material to opaque. Find the parent material and follow these steps in the video: Unreal Engine 5 Sequencer - Control The Opacity Of Objects! (Make Objects Invisible Using Opacity). And attach the output to opacity mast replacing existing input.