Transparency seems to be seriously gimped compared to ue3. How come you can’t get 100% opacity with the translucent shader, also the rendering order over other transparent objects so that stuff in the background doesn’t show through and the fact that it behaves almost like 100% emissive. I am having trouble trying to make a traditional hair shader with soft blending at the edges which also has the benefits of the subsurface shader.
Did you switch the translucency rendering method to tlm_surface in the material?