Why hasn't the serious incompatibility bug between the two ray tracing functions in the semi-transparent mode and the Niagara particle effect and materials with masked textures been resolved yet...?

Why hasn’t the serious incompatibility bug between the two ray tracing functions in the semi-transparent mode and the Niagara particle effect and materials with masked textures been resolved yet…?
In UE5, the Niagara particle effect suffers from a long-standing and severe incompatibility bug with PostProcessVolume: enabling Translucency (ray tracing mode) causes the Niagara particle effect to malfunction and become undetectable. When will this major bug be fixed…?
I’ve already tested the Substrate version (5.6-5.8). As soon as I enable two ray tracing settings in semi-transparent mode, the Niagara effect immediately becomes bugged and malfunctions, disappearing completely…
—Selecting the semi-transparent mode: One out of two ray tracing options is selected; however, many semi-transparent materials with masks or overlays also experience a major bug where they disappear completely

This sounds like a rendering-path conflict rather than a Niagara issue by itself. Since the problem appears immediately when the ray-traced translucency settings are enabled, I’d first isolate the affected materials and test the same Niagara system with translucency/ray tracing disabled.

It would also help to provide a minimal reproducible project, UE version, renderer settings, and screenshots showing the same scene before and after enabling the options. That should make it much easier to determine whether the issue is specific to masked materials, Niagara, or the ray-traced translucency path.

The settings shown in the above screenshots intuitively reflect the root cause of the problem, with the main aim of achieving optimal effects for glass materials and semi-transparent mask materials (especially for product-level visual quality such as cars)… When ray tracing is turned off, the visual quality is poor, and issues such as through-holes often occur… When ray tracing mode is turned on, product-level visual quality such as car glass can achieve optimal effects, but it is impossible to use the direct through-hole Niagara particle effect for any interactive effects …

That makes sense. It sounds like the trade-off is between achieving the correct glass/transparency appearance with ray tracing enabled and retaining compatibility with Niagara particle effects that need to pass through the material.

I’d be interested to know whether the limitation comes from the ray-tracing transparency implementation itself or from how Niagara depth/visibility is evaluated against the ray-traced material. If there’s a recommended material or rendering-path configuration that preserves the glass quality while allowing particles to pass through, that would probably be the most useful direction to investigate.