Z-Order problems with EntityAlpha?!

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There are a few possible solutions to this:

You could try splitting the platform meshes up into 4 quarters and moving the handles for them to the outer edge of the platform.

Alternatively: you could override the drawing order for each mesh by parsing the vertices of each and determining which has a vert closest to the camera. This one would be drawn last.

Not sure how succesful each of these solutions would be. I suspect the first one would be best.

Good luck.