Unreal 5.3 Niagara Translucent Mesh Particle Glitch

I’m trying to do this stylized crowd effect which has little static mesh card fading in and out in different positions. Naturally I made a particle sim out of it. But when fully opaque, they don’t occulde the particles behind them.

This feels like its relative to the Niagara System because I can place the mesh the system is referencing at various degrees of opacity in the world and not encounter the same issue.

Anyone encountered an issue like this before?


Hi @Mep_Joss,

This is caused by the translucency struggling to sort your particles.

In the renderer module, go to the sorting tab. Here, you can manually set how your particles are being sorted. “View Distance” or “View Depth” should to the trick!