UE4 still does not have any proper way to do tinted glass

I understand the claims you are making, but you still don’t understand a crucial difference between complicated solutions which are justified, and those which are not. I never claimed I am going into UE4 with the expectation to replace a path tracer with it. I do understand difference between realtime rasterizers and offline path tracers. But there’s GIANT difference between technical limitations of the technology and usability deficiencies.

Many of the “weird workarounds, hacky solutions, and approximations” as you put it are necessary since many of the effects just can’t be otherwise achieved with realtime rasterizers, but things like tinted glass is not one of them. A simple additional shading mode, or ability to use two existing shading modes together is completely realistic and there are quite a few other rasterizers out there that show it’s easily possible.

I am talking specifically about a class of usability issues which are not a consequence of underlying technical limitations and yet come at a significant cost in terms of artists’ time.

To put it bluntly, way too many times I’ve heard the something along the lines “It’s complicated because this is a realtime renderer excuse”. My point is that it does not always apply. There are many cases which are as simple as usability design flaws, rather than products of technical limitations. Or in other cases, perhaps products of technical limitations which have been resolved for sometimes up to a decade now.