UE5 material opacity map see through objects

I’m trying to create a material for a model that includes a window, which should be semi-transparent (not fully invisible), using an Opacity Map in Unreal Engine 5.4.
My Opacity Map contains a gray area where partial transparency is intended.

I set the material’s Blend Mode to Translucent and connected my Opacity Map.
However, when I apply this material, I encounter severe visual artifacts: the entire object becomes partially see-through against other objects in the scene, or other objects incorrectly show through it where they shouldn’t.

I understand maybe the issue is likely related to blending or the shader.
How to fix it ?

I think you’ll find the normals on a lot of these surfaces are pointing inwards.

I double-checked, everything is fine with the normals. They are okay, they look outward as they should.

Perhaps it’s incorrect blending or shader settings. Because in Blender, when I connect to the alpha channel, everything works fine, but in UE5 it doesn’t.

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Well, everything looks ‘inside out’ which is usually a normals issue :thinking:

Translucency regularly has sorting issues with real-time rendering, I’d assign a translucent material just to the polygons that need it, it’s cheaper and has less artifacts that way, even if it’s an extra material slot/draw call. Translucency is expensive.

Unfortunately, I wasn’t able to fully solve the problem (((
However, I found a workaround: I set the Blend Mode to Masked and adjusted the Opacity Mask Clip Value to 0.5 that made it work.
The only downside is that the material is now fully transparent, rather than semi-transparent as originally intended. :confused:

But I’m pretty sure it’s something related to the blending mode or the shader itself