unfortunately Unreal has problems with self sorting translucent materials. sorting between different objects migbt be better, so you could try splitting the mesh along the bottom of the curved surface so you're never looking through the mesh at itself.
This is wrong. Translucent materials are rendered with deferred shading as well as opaque. The issue is the lack of a forward renderer which CAN render translucency without problems (other than how depth sorting is handled). The reason deferred transparent does not work well is because everything is being rendered all at…
basically you're hitting the problem of how unreal renders things. opaque materials are rendered using a differred renderer which allows you to have lots of lights and nice shading etc. translucent materials are still rendered using a forward renderer which makes the much more expensive, difficult to sort and generally not…