Z-fighting Aware Depth Peeling?

So I just thought of an ingenious method of combating the ever so troublesome z-fighting error. By using some sort of layer system and have the meshes render in order. The last mesh would render on top of all the rest, which would usually fight it, but now wouldn’t.
So I google it and find a z-fighting aware depth peeling called F2B. I was wondering, is this possible within UE4? It would be great for modular pieces, saves making trim corners! I think you can avoid this by using WorldAlign textures, but I’m curious if there’s another way.

Information on F2B stuff:


Hi -

I am closing this as a duplicate of Z-fighting Aware Depth Peeling? - Asset Creation - Unreal Engine Forums

Eric Ketchum