I think this was working in 4.18, but as far as I can tell this does nothing in 4.19. I have some particles that I want to use to distort the scene, but they receive fog from the volumetric fogging and make the fog appear to be doubly thick where they appear because even though “Apply Fogging” is disabled, the fog is still applied to them when Volumetric Fog is enabled.
Is this a bug or a known issue? It prevents many possible visual effects with particles or other translucent objects.
I’ve just run into this too. Seems to be no way to stop something from having volumetric fog drawn in front of something. You should log it here if you haven’t already: Unreal Engine Community
I submitted the bug, but they say they cannot repro the issue. We fixed this internally with some shader code fixes, and due to deadlines I can’t submit a sample project in the near term. Just wanted to update you.
Huh, by design?? That seems very odd since it makes the fogging unusable in certain scenarios and was fixable by our graphics programmer. I can ask him how he fixed it if it might help others here.
Imagine you want volumetric lighting but you have a space scene located on the moon and the exponentialFOG threat the space skybox as any other skybox, well i want the skybox to be completely excluded but i can’t
For those who want to know what we did, we made this change to BasePassCommon.ush #define NEEDS_BASEPASS_PIXEL_VOLUMETRIC_FOGGING (TRANSLUCENCY_NEEDS_BASEPASS_FOGGING || OPAQUE_NEEDS_BASEPASS_FOGGING)
//#define NEEDS_BASEPASS_PIXEL_VOLUMETRIC_FOGGING (MATERIALBLENDING_ANY_TRANSLUCENT || FORWARD_SHADING)
I could use some more direction on how to implement this. However I try to include it into my BasePassCommon.ush it just makes my engine crash when trying to load.