Transparency sorting of transformed mesh with WorldPositionOffset

Hey guys!

Just a quick question: I have a mesh which is getting transformed heavily by the “WorldPositionOffset” in the assigned material. Unfortunately, this creates Depth-Sorting errors when I use a transparent material (see image).
Is there any kinda easy solution to that (e.g. can I force Unreal to “resort” the mesh or something)? Or where does the transparency sorting take place in the pipeline / engine source?

Thank you guys!