Quick answer: In the Niagara Mesh Renderer module, set Sort Mode to ViewDistance (or ViewDepth). Default None draws in spawn order, breaking translucency.
A magic-spell mesh emitter spawns translucent glass shards. Some shards appear behind others incorrectly. Particles drawn in spawn order; without sort, near-and-far render order is essentially random.
Sort Modes
Niagara Mesh Renderer Sort Mode options:
- None: no sort; render in spawn order. Fast; visible blending errors with translucent.
- ViewDistance: sort by distance from camera (sphere). Common choice for translucent.
- ViewDepth: sort by depth (plane-projection). Cheaper than ViewDistance; usually equivalent for typical cases.
- CustomAscending / CustomDescending: sort by a custom attribute. Useful for layered glow effects.
The Fix
Open the Niagara System. Click the Mesh Renderer module. Inspector → Sort Mode = ViewDistance. Save.
Translucent Material Settings
Beyond sort, ensure the material is correctly set up for translucency:
- Blend Mode: Translucent.
- Lighting Mode: Surface TranslucencyVolume (or Volumetric Non Directional).
- Refraction: enabled if you want glass-like distortion.
Performance Note
Sort costs O(N log N) per emitter per frame. For thousands of particles, measurable cost on CPU. For dozens, negligible. Use sort selectively — only on emitters with visible blending errors.
Verifying
View the effect from several angles. Particles should layer correctly: nearer in front, farther behind. Alpha blending produces clean translucent visuals.
“Translucent without sort is a graphics bug waiting to happen. ViewDistance is the standard choice.”
For opaque mesh particles, leave sort at None — the depth buffer handles ordering. Sort cost is only worthwhile for translucent.