ZFunc

I have a number of planes overlapping with different textures ( including alpha ), and I’d like them to render in a particular order with the last taking precedent (Almost like decals, but not). I’m making a 3D window and I have some quads textured to be the frame, a quad with the window title, and a quad with the window contents. At the moment they all Z-fight. In my own DX9 engine I had made a shader with “ZFunc = LessEqual”, which worked well, but there doesn’t seem to be anything equivalent in unreal. For now I have offset each plane, which works but seems a little hacky, what are my unreal friendly alternatives?