How does the UE4 engine solve the sorting problem between particle emitters using translucent materials?
I am looking for a way to avoid depth-sorting problems regardless of the emitter array order.
I am using one emitter to create the desired shape to avoid this problem.
This is a bit of a complement, but it increases the difficulty of emitter setup.
and with other emitters added, the sorting problem recurs.
If you have any suggestions on how to solve this problem, please let me know.
I have also asked this issue in the Unreal Forums.