Custom Stencil to manipulate render order?

I have a simple playing card mesh with some UI-domain materials applied to different sections. This allows for some WidgetComponents to be added with dynamic text and effects applied directly to the card. However, the project utilizes an explorable 3D environment, and can sometimes lead to our 3D card meshes clipping/colliding with other nearby meshes (i.e: pillars, columns, rocks, etc).

After a few weeks of trying various methods (i.e: USceneCaptureComponent2D, UViewport widget, etc), it has come to my attention that perhaps the answer to rendering these cards “on top” of the environment is to utilize a custom stencil pass. But this is the best result I could achieve:

It would seem that occluded part of the mesh is not rendered (or rather, the checkered wall is rendered over it). Is there any way to simply have the mesh render on top? Any engine source changes I could make to enforce a particular rendering order?

Mesh with Translucent Material can be on top with Disable Depth Test option in Material.