This page describes functionality that appears in both Unreal Engine and Unreal Editor for Fortnite (UEFN).
The page was originally prepared for Unreal Engine, so some descriptions and screenshots may appear different than what you see in UEFN.
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When creating certain surface types such as water or glass, you need the ability to make the surface not only see through, but also give the surface a sense of depth and color. In the real world, these properties are referred to as Transparency or Opacity and the two often used interchangeably to describe the same thing. In Unreal Engine, Transparency and Opacity have two distinct meanings.
- Transparency is used to define whether or not a surface can be seen through.
- Opacity is used to define degree to which a surface transmits light. In other words, the opacity value determines how transparent or opaque (how see-through / hon see-through ) a surface is.
In the following tutorial you will learn everything you need to know about how to use transparency in your Unreal Engine Materials.
Transparency
Transparency is the term used to describe a surface's ability to block or allow the passage of light. For example, a brick is an object that has no transparency. Stained glass transmits some but not all light, and therefore it is a surface with transparency. You can use transparency to simulate a variety of different real world surface types, including those listed below.
- Hair
- Glass
- Water
- Smoke or Fire Visual Effects
- Clouds
- Impact Decals
- Foliage
Transparency and Opacity
In Unreal Engine, transparency works by assigning each pixel an Opacity value between 0 and 1. When Opacity is 1, the surface is fully opaque, meaning it blocks 100% of the light that hits it. When Opacity is 0, the surface allows all light to pass through. Opacity values between 0 and 1 yield pixels that are partially see-through. The image below shows opacity values increasing from 0 to 1 on a Static Mesh.

You can also define opacity with a greyscale texture. The image below demonstrates how a texture can help define which parts of a mesh should have transparency and how transparent they should be. The texture is a gradient that goes from black at the top (or fully transparent) to white at the bottom (or fully opaque). The areas in the middle have a varying degree of opacity based on how close to black or white the pixel in the texture is.

Using Transparency in Materials
You can set up transparent Materials using the following steps:
This tutorial uses assets from the Unreal Engine Starter Content. If you did not include the Starter Content in your project, read the Migrating content page for information about how to move content between projects. This way you can add the Starter Content to your current project and not have to make a new one.
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First Right-Click in the Content Browser and then select Material from the Create Basic Asset section of the context menu.
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Name the Material TransparentMaterial and then open it by Double-Clicking the Material thumbnail in the Content Browser. The Material Editor opens.
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Click in the background of the Material Graph to display the Material properties in the Details panel. Under the Material section change the Blend Mode from Opaque to Translucent.
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Now that the Blend Mode has been correctly set, add the following Material expressions to your graph. You can find the nodes by typing their names into the search bar in the Material palette. Once found Left-click and drag them from the palette into the Material Graph.
- Vector Parameter x 1
- Scalar Parameter x 1
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Rename the Vector Parameter node to BaseColor and give it a color value. Connect the output of the Vector Parameter node into the Base Color input on the Main Material Node.
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Rename the Scalar Parameter to Opacity and give it a default value of 0.5. Plug the Scalar Parameter into the Opacity input on the Main Shader Node.
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Click Apply and then Save in the Material Editor toolbar to compile the Material and save the asset.
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Find the TransparentMaterial asset in the Content Browser, right-click the thumbnail and select Create Material Instance in the context menu.
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Inside the Content Browser, navigate to the Shapes folder in the Starter Content. Left-click and drag the Shape_Sphere Static Mesh into the viewport and release the left mouse button to spawn it in the level.
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Find the TransparentMaterial_Instance asset in the Content Browser. Left-click and drag the Material instance onto the sphere and release the left mouse button to apply it to the mesh.
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Open the Material Instance by Double-Clicking on it in the Content Browser. In the Material Instance Editor, override the OpacityAmount parameter by checking the box next to the parameter name. Once enabled you can adjust the value of OpacityAmount to change how transparent the object will be.
Transparency & Reflections
Objects that make use of transparency can display scene reflections if the following options are set. However keep in mind that having a lot of translucent Materials that have reflections enabled could cause performance issues.
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Open the TransparentMaterial that was created above by double-clicking it in the Content Browser. In the Details panel under the Translucency category, change the Lighting Mode from Volumetric NonDirectional to Surface TranslucencyVolume.
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Inside the Material Graph, select the OpacityAmount parameter and duplicate it twice by pressing CTRL + D on the keyboard. When completed, your Material Graph should look something like this.
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Rename the new Material Expression nodes to Metallic and Roughness. Set the default value of the Metallic Material Expression to 1.0 and set the default value of Roughness to 0. Then connect each Material Expression node to the corresponding input on the Main Material Node.
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Click Apply and Save the Material Editor toolbar and then close the Material Editor.
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You should now be able to see reflections on the spheres in your level.
By adjusting the parameters of the Material Instance, you can make the Transparency have extremely different looking results.

Tinted or Colored Transparency
With the Thin Transparent Shading Model and Material expression, you can accurately represent tinted and colored transparent Materials, such colored glass and plastics. This Shading Model enables white specular highlights with correctly tinted background color for transparent surfaces.


An example of a Thin Translucent Material Graph is shown below.
Click to enlarge image.
Configure the Material with the following properties in the Details panel:
- Change the Blend Mode to Translucent.
- Change the Shading Model to Thin Translucent.
- In the Translucency category, change the Lighting Mode to Surface ForwardShading.
Add a Thin Translucent Material expression to the graph and connect a Constant3Vector or a Vector Parameter to the input. This node controls color tint of the transparent surface.
Translucent Colored Shadows
Translucent Materials are able to cast colored shadows with light transmission in some cases. The amount of light that passes through the Material is determined by its opacity values and how much light is being cast onto the Material.

Translucent colored shadows is currently only achievable with Static Lighting and Lightmass.
For additional information and usage, see Using Colored Translucent Shadows.
Transparency & Performance

Transparency, especially lit transparency, can quickly become a performance bottleneck if there are too many transparent objects in a scene. The term used to describe this problem is overdraw. Overdraw occurs when you have lots of objects with Transparency rendering on top of one another. The reason overdraw causes such a performance problem is because the cost of redering transparency becomes more and more expensive for each successive layer of transparency that you introduce.
To help you better identify whether this issue is happening and where, Unreal Engine has a special view mode called Shader Complexity mode. Shader Complexity mode shows you how complex a given surface is to render by using colors to show complexity. The more green that you see, the cheaper things are to render. The more red that you see, the more expensive that frame is to render. Use the following steps to enable Shader Complexity view mode.
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To enable Shader Complexity, click the View Mode option at the top of the Editor Viewport. By default the view mode is set to Lit.
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Select the Shader Complexity option from the context menu.
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After activating the Shader Complexity view mode, the level viewport should look like the video below.
Overdraw is demonstrated very clearly in the video as the camera rotates around the transparent spheres in the level. When the spheres are all displayed side by side, there is no overdraw and the viewport is mostly green. When all six spheres are all in the same line of sight, the areas with the most overlap turn bright red to indicate overdraw. While it is not 100 percent possible or advisable to get rid of all overdraw, this view mode can make it very helpful when trying to figure out exactly where your performance issues could be coming from.
Translucency Sort Priority
When there are multiple transparent objects in a scene close together, you may notice that the engine sometimes has issues determining which object to render in front or behind the other transparent objects. The following example demonstrates this happeing using the Materials from above and the lit steam VFX from the Starter Content.
Notice how the steam initially renders in front of the meshes and then suddenly pops behind each sphere. To prevent this from happening, the Translucency Sort Priority needs to be set so that the VFX of the smoke will always render on top of other translucency in the scene. To change the Translucency Sort Priority on the VFX, do the following.
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First select the object or objects that you want to render on top of all other Translucency in the level. In this case, select the VFX particle system.
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In the Details panel, navigate to the Rendering section and then expand the Advanced subcategory.
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From the new list of options, look for Translucency Sort Priority and then input a value of 100.
By default, everything that is added to a level has a Translucency Sort Priority of 0. If you want something that is transparent to always draw over the top of everything else that is transparent, use positive numbers. If you want something that is transparent to always draw behind everything else that is transparent, use negative numbers.
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Now check out the steam VFX in the scene. With a Translucency Sort Priority set to 100, the steam will always draw on top of the other translucent objects.
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Setting the Translucency Sort Priority to -100 makes it so that the steam always draws behind other translucent objects.
While adjusting the Translucency Sort Priority can fix sorting issue in the level, it could introduce new sorting issues when spawning effects or objects during game play. Because of this, it is a good idea to define what Translucency Sort Priority number to use and where. For example, you could say that all spawned effects will have a Translucency Sort Priority of 100. So, if there are some sorting issues in the level, you can adjust the objects in the levels Translucency Sort Priority to be any number up to 99. This way, the spawned game effects will always render on top of everything else no matter what Translucency Sort Priority objects in the level have.
Conclusion
Transparency is a very powerful tool that can help to make your 3D projects come to life. Remember to try and keep the number of transparent objects that use reflections to a minimum whenever possible, as this can easily affecct performance. Finally, make sure to regularly check Shader Complexity mode both in the editor and during game play to make sure that transparency overdraw is kept to a minimum.