Summary
In UE5.6 Epic made some change to Directional Inscattering Color across the board that makes so the values need to be amplified a ton to get the original result from before 5.6.
This is something that can ruin projects that rely on this for a cool effect. It’s normally controlled by Active Height Fog components but sometimes Epic makes their own custom versions using the directional inscattering parameters. The steps to reproduce use an existing asset as an example and Epic should look at their UE commits to figure out what changed exactly internally.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Other
Steps to Reproduce
Pick an asset that is both in a project from before and after 5.6 that uses directional inscattering colors. For example Epic’s TODM_BR. Epic has a special layout for Directional Inscattering in that asset but both below and 5.6+ have the same values for it but look nothing alike. The values for their TODM_BR directional inscattering color that are being affected in these screenshots are:
R: 1.7
G: 0.610961
B: 0.058466
A: 1.0
Compare the differences.
Expected Result
Second image shows a golden hue. This is the result Directional inscattering color should be giving for the values provided. The image shows TODM_BR recreated with 1:1 values by me including the values I provided.
Observed Result
The First image shows the same values on the same TODM_BR asset in Epic’s database recreated by me 1:1 at the exact same time but is completely missing that golden hue.
Platform(s)
All Platforms

