Fog doesnt work in low-medium scalability anymore

Summary

Fog doesnt work in low-medium scalability anymore. Breaks all experiences that rely on it to spawn content or hide render popping.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Stability

Steps to Reproduce

Place a day sequnce device and enable fog then up the density and opacity till you get a really foggy scene
Switch scalability in UEFN to either low or medium

Expected Result

Fog or a fog card is seen, and the result imitates the high scalability settings

Observed Result

There is no fog and you can see through in the distance

Platform(s)

pc

Hey @Wertandrew , we appreciate all your feedback so please keep it coming! We are still looking into several things on our end, but I’m getting some promising results when I tweak “Fog Max Opacity” along with “Fog Density” to somewhat balance the look across scalabilities.

For a bit more context, on high end platforms we benefit from volumetric fog which isn’t available on lower end platforms so you will still get visual differences. But if you start with a “Fog Max Opacity” value closer to 0.7 or 0.8, then you should see that fog influence on low/medium scalabilities. I’m very curious if this helps on your end so please let me know!

Hi Gregory, I did try that and with higher values than that, but unfortunately no fog 2D plane gets created on medium/ low like it used to (volumetric fog does work correctly as you said, its the fallback that doesn’t which is like a 2D plane in front of the player), which flagged to me a different behavior than before. Before I was never able to see in the distance to this extent. I am using Day Sequence Device with the following settings:

FixedTime = 0

{
“Tagged”: [
[
“EnableSunComponent”,
“True”
],
[
“SunlightIntensity”,
“5.000000”
],
[
“SunlightColor”,
“(R=0.392863,G=0.360710,B=0.406250,A=1.000000)”
],
[
“SunlightColor.R”,
“0.392863”
],
[
“SunlightColor.G”,
“0.360710”
],
[
“SunlightColor.B”,
“0.406250”
],
[
“SunlightColor.A”,
“1.000000”
],
[
“EnableSunFlare”,
“False”
],
[
“SunlightRotationZ”,
“0.000000”
],
[
“SunlightRotationX”,
“0.000000”
]
]
}

{
“Tagged”: [
[
“EnableFogComponent”,
“True”
],
[
“FogDensity”,
“2.000000”
],
[
“FogColor”,
“(R=0.229167,G=0.229167,B=0.229167,A=1.000000)”
],
[
“FogColor.R”,
“0.229167”
],
[
“FogColor.G”,
“0.229167”
],
[
“FogColor.B”,
“0.229167”
],
[
“FogColor.A”,
“1.000000”
],
[
“FogHeightFalloff”,
“0.100000”
],
[
“FogDirectionalInscatteringColor”,
“(R=0.666667,G=0.481005,B=0.302083,A=1.000000)”
],
[
“FogDirectionalInscatteringColor.R”,
“0.666667”
],
[
“FogDirectionalInscatteringColor.G”,
“0.481005”
],
[
“FogDirectionalInscatteringColor.B”,
“0.302083”
],
[
“FogDirectionalInscatteringColor.A”,
“1.000000”
],
[
“FogMaxOpacity”,
“1.000000”
],
[
“SecondaryFogDensity”,
“1.000000”
],
[
“SecondaryFogFalloff”,
“0.500000”
],
[
“SecondaryFogOffset”,
“1.000000”
],
[
“SunlightVolumetricScattering”,
“1.000000”
]
]
}

{
“Tagged”: [
[
“EnableSkylightComponent”,
“True”
],
[
“SkylightIntensity”,
“5.000000”
],
[
“SkylightColor”,
“(R=1.000000,G=0.795719,B=0.564340,A=1.000000)”
],
[
“SkylightColor.R”,
“1.000000”
],
[
“SkylightColor.G”,
“0.795719”
],
[
“SkylightColor.B”,
“0.564340”
],
[
“SkylightColor.A”,
“1.000000”
]
]
}

{
“Tagged”: [
[
“EnableSkyAtmosphereComponent”,
“True”
],
[
“EnableSkyboxComponent”,
“True”
],
[
“SkyGradientBlend”,
“1.000000”
],
[
“SkyGradientLowColor”,
“(R=0.057943,G=0.102038,B=0.125000,A=1.000000)”
],
[
“SkyGradientLowColor.R”,
“0.057943”
],
[
“SkyGradientLowColor.G”,
“0.102038”
],
[
“SkyGradientLowColor.B”,
“0.125000”
],
[
“SkyGradientLowColor.A”,
“1.000000”
],
[
“SkyGradientMidColor”,
“(R=0.007090,G=0.035268,B=0.098958,A=1.000000)”
],
[
“SkyGradientMidColor.R”,
“0.007090”
],
[
“SkyGradientMidColor.G”,
“0.035268”
],
[
“SkyGradientMidColor.B”,
“0.098958”
],
[
“SkyGradientMidColor.A”,
“1.000000”
],
[
“SkyGradientHighColor”,
“(R=0.003732,G=0.039256,B=0.140625,A=1.000000)”
],
[
“SkyGradientHighColor.R”,
“0.003732”
],
[
“SkyGradientHighColor.G”,
“0.039256”
],
[
“SkyGradientHighColor.B”,
“0.140625”
],
[
“SkyGradientHighColor.A”,
“1.000000”
],
[
“SunSize”,
“0.000000”
],
[
“SunIntensity”,
“1.000000”
],
[
“SunColor”,
“(R=0.906250,G=0.924099,B=1.000000,A=1.000000)”
],
[
“SunColor.R”,
“0.906250”
],
[
“SunColor.G”,
“0.924099”
],
[
“SunColor.B”,
“1.000000”
],
[
“SunColor.A”,
“1.000000”
],
[
“CustomSunColorBlend”,
“0.000000”
],
[
“MoonSize”,
“1.000000”
],
[
“MoonIntensity”,
“1.000000”
],
[
“MoonColor”,
“(R=0.906250,G=0.924099,B=1.000000,A=1.000000)”
],
[
“MoonColor.R”,
“0.906250”
],
[
“MoonColor.G”,
“0.924099”
],
[
“MoonColor.B”,
“1.000000”
],
[
“MoonColor.A”,
“1.000000”
],
[
“MoonHaloSize”,
“5.000000”
],
[
“MoonHaloIntensity”,
“0.100000”
],
[
“StarBrightness”,
“0.500000”
]
]
}

Clouds disabled

The difference as shown in the video is day and night

The day sequence device example helps a ton, thanks for that! Please stay tuned!

1 Like

FORT-963890’s status has changed to ‘Ready for QA’. A member of the QA department is investigating the issue.

There is a subtle change in the setup between Ch5 and Ch4 TODM, which leads to a difference in the way fog is treated on low end platforms. We are currently in the process of validating the fix, and I’ve also made a note in our process guidelines to avoid running into this in the future.

As a sanity check, using the Ch4 TODM should provide the results we expect on fog on low end. And we’ll be rolling out that same adjustment in Ch5 TODM as soon as we can! Thanks again for your patience!