Trying to understand UE4's translucency once and for all

Thanks for the quick reply! It hadn’t occurred to me to use static lighting.

It looks like it works for the Surface TranslucencyVolume, although the static specularity is definitely a lot less convincing than the realtime stuff on the Forward Shading and Alpha Composite spheres. The use cases I’m thinking about are stuff like jet cockpits, car windows, etc.

I think I follow–so for transparent type materials I should start with Alpha Composite and then work on emulating the physical characteristics of the material?