Solved by changing the Sort Priority of the translucent object to -1. More info here: Z-Depth problem with transulent material - UE4 AnswerHub (unrealengine.com)
[ame] http://www.youtube.com/watch?v=ntx10JMl9f4[/ame] This isn't a solution to the problem with indirect lighting. I am bound determined to solve that one too, though.