Z Fighting on actors with complex world position offset

Hi, I know this question is old, but I recently ran into this problem at work when working with very complex world position offset using two transforms from local space to absolute world position ;

My theory is this is due to floating point precision not giving the exact same result for two -sided materials for each side. So it will Z fight with itself. I was able to sort of remedy this issue by multiplying up a decimals, using round, then multiplying back down. If you really don’t care about the precision you could probably just round the result.

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