[UPROPERTY](Programming/UnrealArchitecture/Reference/Properties)(EditAnywhere, AdvancedDisplay, Category="Rendering")
uint32 bGpuLowLatencyTranslucency: 1
If true and a GPU emitter, we will use the current frames data to render with regardless of where the batcher may execute the dispatches. If you have other emitters that are not translucent and using data that forces it to be a frame latent (i.e. view uniform buffer) you may need to disable on renderers with translucent materials if you need the frame they are reading to match exactly.