Everyone should really do this if attempting to publish a game anyway, even if you change nothing of the source
@MostHost_LA I agree; this is the way forward. It is my firm belief that “the real work” is done mostly custom by studios in-house. Also why some things are so incredibly “basic” or “vague” in the engine: because you’re expected, maybe even required to do it yourself. That’s the dev part in gamedev.
Don’t get me wrong; Unreal is the craziest, most interesting framework I’ve come across yet. And it handles a lot of stuff for you that saves such an incredible amount of time, even when compared to its direct competitors. But when you get into the weeds of a topic – like what you are talking about with translucency – you’re gonna need to start to get your hands dirty yourself.
The rest of this conversation was indeed extremely thought-provoking. Thank you all for your words.
I came here today because they made an update to translucent materials in 5.6. Apparently, “glass through glass” now renders properly, as seen in this screenshot:
On the right of the diagonal wipe effect going over the windscreen, you can see the old 5.5 implementation. The box in the background “loses” its glass cover, which feels very similar to what I’m seeing in my crystal. On the left of the wipe, it’s 5.6, and the glass-through-glass “look” is maintained. I’ll be booting up my old project in 5.6 soon and see if they’ve “magicked” my problem away with this update.
And if they haven’t, then I have a whole store of interesting angles to explore based off of the words that have been posted in this topic, so thank you all for that!