How to set a material transparent for a scene but not for mesh with this material assigned - problem of culling polygons behind

Hello Everybody!

I have problem with setting a material which cut off or hide those part of mesh which is behind what player see like this picture below:

In this example right ball has backface cull and left doesn’t but in more complicated meshes it is not enough. let’s see the mesh I am working on:

As we can see backface cull is working but it is not enough because I still see polygons behind polygons which are closer. It is very important for this material to be transparent but polygons should look like that:

In this picture we can see complex, cubic, opaque mesh and transparent plane. The point is to be those complex cubic mesh transparent like this plane but showing only those polygons which are visible in opaque mode. Maybe it is possible to cut them off in realtime depending on camera position? Player can see it from each side, just walking around it and watch.
It is a hologram so transparency is well expected :slight_smile:

Hope someone has an idea :slight_smile:

Sadly thats a differed vs forward rendering limitation of translucency in ue4.
You could try to go the masked route, and use the DitherAA node to create some sort of fake translucency.
You could also try to give the white edges an opaque/masked setup so at least the depth feels right.

Edit: or try alphacomposite (pre-multiplied alpha) instead of translucency, its opacity slot is used to hide translucent surfaces behind it.
just multiply your regular opacity with your diffuse and/or emissive input for translucency.