@carlrealvr there is unfortunately no reliable way to distinguish the skirts from the rest of the geometry in Google Photorealistic 3D Tiles. I don’t think eliminating the skirts is going to be a very viable option, anyway. Even if you could do it, the depth testing problems are not limited to the skirts. The problem is just more visible on the skirts because the textures are (intentionally) smeared across them.
I played around with this, and the good news is that I can reproduce it on my Pixel 6 Pro as well. The bad news is that I wasn’t able to find any workaround, other than increasing the near plane distance. From what I can tell, Unreal Engine uses a totally different - and less precise - depth testing system on Android compared to Windows and presumably other desktop platforms. Perhaps there are hardware limitations at play as well, I’m not sure. I played around with a bunch of settings, and wasn’t able to find one that helps.
So I think increasing the near plane distance is the right approach here, but I know you said you had trouble with the rendering of the hands. Did you explore any options for moving them to a separate render pass, so that they’re not depth tested with the rest of the scene? I don’t know the mechanics of how that would be done, but it seems like the best approach here. A more general Unreal Engine forum might be more help for this aspect of it.