ExponentialHeightFog keeps producing different results

I’m working on a UE5 project, and trying to implement volumetric fog. I have settings that look pretty good, but every time I edit the settings, it swaps back and forth between the “correct” look, and the fog being 10x too dense.

For instance, I can drag one of the volumetric fog albedo channels from 256 to 0, and back to 256, and the visuals will look completely wrong, despite being identical settings. Then I’ll do the same thing with another channel, and it’ll go back to the original visuals.

Is this a known issue? How can I make sure my visuals are consistent?

Here are my settings, in case there’s an obvious mistake I’m making:

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Here’s an example of the change in visuals. The map will look like this:

Then, if I wiggle the sliders a bit, suddenly the scene looks like this, even though the actual settings are the same:

The problem isn’t caused by changing settings with a static camera, you’ll see the incorrect settings running all over the entire map. Then wiggle the settings, and it’s back to normal. Wiggle them again, and it’s wrong again.

Have you put the fog actor at 0,0,0?

Yup. Everything is a 0,0,0.

What’s your setup? Do you have sky atmosphere?

Maybe if you can give me some steps from a new level. I can’t get it to do this at all.

I found the issue!

My map is set up with two directional light sources, a “primary” light which contributes to volumetric scattering, and a dimmer “secondary” light that does. Despite the second light having “volumetric scattering” set to zero, adjusting any setting in ExponentialHeightFog can cause it to mess with the result.

For now, I can just disable the second light entirely, but going forward, is there a way to deliberately exclude a light from the volumetric calculation? It doesn’t cast shadows, “volumetric scattering” is zero, everything I can think of is disabled. Or is this just a quirk of having two directional lights in the same map?

Good you found it.

I don’t know the limitations of the new system at the moment, so can’t really say much more :-/