UE5 Translucency Reflections Limitation or bug?

You can offset the pattern of the temporal dithering manually on a per mesh basis so that different pieces of glass are drawn at different times. This will allow as many pieces of glass as you have frames in your dither TAA to blur together with reflections. Off the top of my heard I think the dither has 5 frames by default. This requires altering the HLSL in the custom node.

Doesn’t change the fact that dithered translucency often looks pretty bad as you say, so OP I would only use it if your goal is to maximize performance - not quality.