+1 really need especially to have multiple fogs at once which the current fog system doesnt support and also blending between them, and more customizability / options, its just our current fog system seems pretty limited I believe this was a high voted feature on the trello as well
There is a weather marketplace project that has fog but its just a material that follows the player and it doesnt look as good
Hey, after reading that you were looking for fog volumes I have decided to implement them myself in the editor using blueprints and the material editor. However, I am also using a custom function inside a USF file which you must include in materialtemplate.usf for my implementation to work. There are a couple of things I still need to do before they are finished though, such as making the blueprint system and changing from using linear depth to using distance from camera to world position to allow for perfect smooth fog and not fog which changes based on viewing angles.
No raytracing, and well the overlap is simply because of UE4’s translucency sorting, which I’m probably not able to fix but you probably wouldn’t want multiple intersecting volumes like I have, at least not set up like these two. I just fixed an artifact which appeared when entering the volume by making the mesh a tiny bit bigger than the fog volume itself to prevent the mesh clipping from clipping the fog.
Next thing is to implement a box shaped fog so there’s two to pick from.
Just to let know this feature has been entered for a while with UE-2254, but that is in the backlog at the moment. There is no ETA for when this will actually start to be worked on though.
If anyone does implement this to Epic’s code standards please feel free to submit a pull-request on GitHub for review to be implemented in the engine.
^The Issue exists since 2014 and was backlogged most of the time and is backlogged since a few months again.
There were many requests regarding fog Actors etc. but we never saw anything