Translucent Material and backfaces

Hello,
I am migrating a shader from Unity3D to UE4.

Is there a way to hide backfaces in a translucent material (unlit, emissive)?

Same question!

I’m trying to build a outline shell for simple objects that also works on Mobile.

Simple approach, scaled up inverted mesh.

I’m finding that the only way to get culling to work is to set the shader as opaque.

You can do it on a per pixel level. The shader below fades in rather than a hard cut off (which instead would be result of dotproduct > 0 == full color opacity, <0 == 0 opacity).