If I add an Atmospheric Fog component to an Actor in C++, it doesn’t work - it’s there in the hierarchy, but doesn’t have any effect on the scene. Here’s how I’m adding it:
Actor.h
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UAtmosphericFogComponent* AtmosphericFog;
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Actor.cpp
AtmosphericFog = CreateDefaultSubobject<UAtmosphericFogComponent>("AtmosphericFog");
AtmosphericFog->SetupAttachment(Root);
AtmosphericFog->SetMobility(EComponentMobility::Movable);
But if I create a BP version of this actor, and add an Atmospheric Fog component to the hierarchy at the Blueprint level, it works fine.
What’s going on here?