Exponential Height Fog based on View Distance Equation?

Has anyone implemented a view distance feature with their Exponential Height fog? I’ve tried hooking up blueprint nodes and math expression nodes to achieve this: f = exp(-fog_density * distance) Exp2: f = exp(-(fog_density * distance) ^ 2). However, I believe I could just not be doing this right or that Unreal already has X amount of options in their Exponential Height Fog, I could just use a reference to those variables and create a similar equation? Any thoughts would help! Thanks.

Have also tried sqrt(-log(0.01))/distance

Maybe a post process material with material parameter collections.

Otherwise, maybe you can hijack the USF that renders the fog (if there is one, but there has to be something that tells it how to render off the parameters you set…)