Do you mean the noisy pixels around the feet of the skeleton? Or the dark outline around the parts?
Unfortunately it seems that UE4 Materials don't allow for a combinartion of both alpha test ("masked", binary 0 or 1) and alpha blend (gradually translucent) functionality. So I'm afraid when using Blend Mode
Masked
, you sacrifice gradual alpha blending (semi-transparent regions), while on the other hand, when using Translucent
blending, it will not write to the shadow buffer, unless setting the light source Mobility
parameter to Movable
to still cast a shadow on translucent materials. As an alternative, you could split the mesh in two and assign different materials, but that's not a very elegant solution. So I assume setting the light source Movable
seems like the best option for your scenario unfortunately.
It's a pity that UE4's materials don't provide more fine-granular adaptations of these simple parameters. π