Just a quick note. I noticed that the moon texture has mipmaps disabled. Making it look very grainy.
Setting the Mip Gen Setting back to “FromTextureGroup” makes it look a lot better.
I’m still having a few issues getting to look right on my tiled world.
Sun seems to cut out too soon.
And I still get large flat square in the as I mentioned previously.
Underwater post process doesn’t seem to function for me either.
My landscape is using a total range of 2048 meters. With the water level starting at 512meters from the bottom. makes the water plane sit at -51100 (+100 units due to where UE imports landscapes on Z). I’ve moved the swim volume to match, that works fine. And when I come out of the water I get the effect on screen. But when I’m under water I get no fog or distortion .