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:

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:

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.