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.
I went on a bit of a tangent. it turns out that if you can draw lines between points you suddenly find yourself with some really interesting ways to graph UVs feeding it some simple UVs produces fairly obvious results (the warped_uvs node wraps up a bunch of functionality like tiling, offsets polar coords etc, and supports…
I love you. Deleting the custom split normals solved the shading issues I think entirely (have to do a closer look). I didn't know that was a thing until now. I'm honestly not sure how autosmooth does the calculation. Is it anything above the number or below the number (< than 90 or than 90. )