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

The problem is that those material setups don’t work with default raytracing translucency. When raytracing translucency is enabled, backfaces appear. Modulated blend modes and tints disappear with raytraced translucency enabled.They work just fine in rasterization workflows, but I’m confused as to how they were able to achieve a modulated tinted glass while still having raytraced reflections.