How can I clamp volumetric scattering ?

Intro:
So i’m working on a project for Notre Dame of Paris and i made some volumetric lights and reflections emiting from the west rose. The blueprint is made of 3 rect lights, each of them having the same texture fed to it into the light function, but with a different channel (one red, one green and one blue). Combining those 3 lights, you get a beautifull projection of the stained glass on the ground.


To fix the rose from tiling as shown on picture 1, i changed the sampler source of the texture from “Shared: Wrap” to 'Shared: Clamp" for the three different light function textures, and once it was done, to get it centered in front of the rect light, i added a simple static panner (see picture 3 and 4).


Then, i changed in the blueprint the Volumetric Scattering Intensity of each rect light to get nice coloured godrays, but as you can see, they not only repeat themselves, but are also “cropped” in the shape of a quarter of a circle (kinda like the texture sample of picture 4).


My question is this: how can i get those volumetric godrays to fit the projection of my rose on the ground ? (Like shown in picture 6)

Thank you very much for taking time to help me,
Leo

Also, activating path tracing does fix my problem, but it also brings new ones to the table so i’d like to know if there are fixes to my initial problem without having to use path tracing.