I found the solution to create the fake volumetric beam
(Its a light volumetric beam created without using the “Exponential height fog” component).
I would also like to point out that personally it was initially difficult for me to understand the solution because the material used in the “Static mesh” component of the ready-made DMX fixtures blueprints is the default “WorldGridMaterial”, when in reality, once the fixture has been initialised, the material that is used is the “MI_Beam” but this change is not visible and furthermore this dynamic is not even reported even in the very general instructions on the DMX plugin on the Unreal engine website.
A big thank you to the Youtube channel “Caleb Hoernschemeyer” who thanks to his video (link below) has emerged the method to solve this problem.
Video link: https://www.youtube.com/watch?v=gGVfC1yF2S0&t=2846s
Let me start by saying that I am giving this very brief and quick answer because I have very little time. In the future I will publish an exhaustive video tutorial. For this reason too, don’t pay attention to the disorder in the arrangement of the nodes in the blueprint. When I can get some time, I’ll post a clean, accurate version of this.
Premise: attention, for all the components and materials that will be used it is advisable to create an instance and not use the original component to avoid creating problems with the original DMX plugin files.
In short, to create a fake volumetric beam, just insert the “Static mesh” component into your blueprint and select the “SM_Beam_RM” component located in the /Lightfixture/Meshes folder of the DMX plugin as the mesh.
p.s If you can’t find the DMX plugin folder, just open the “Content Drawer” > go to the top right of the content drawer and click on “Settings” and then on “Show plugin content”.
Another step to do is to set the “MI_Beam” component located inside the /Lightfixtures/DMX_materials folder as material for “Element 0”.
To control the properties of the bundle you need to insert nodes such as “Set vector parameter value on materials” or other similar nodes that modify the values of parameters within a material into the blueprint. Attention, the list of various parameters is present inside the “MI_Beam” component (I attach a screenshot to the post).
There are parameters such as: DMX_Dimmer, DMX_Color (with “subparameters” R, G, B, A), DMX_Zoom etc.
Therefore, if you want the characteristics of the static mesh light beam to coincide with the light from the Spotlight, simply use the same values/nodes that are being used for the “Set vector parameter value on materials” node for the “Set light color” (R, G, B) node (R, G, B)(This is just one of the many examples that could be given).
In the end the solution was something relatively trivial. But it took me a long time to achieve this goal for the simple reason that there are no tutorials about it and to know these things either you have a complete knowledge of Unreal engine applicable to multiple areas or you go through attempts, taking a lot of time if the solution has not already been published on the internet.
In conclusion, I love the world of scenography and stage lighting. I hope that in the future the team of Unreal engine developers will continue to work to implement tools and instructions of the DMX Unreal engine field and that the niche community of this field will grow more and more because this type of sector is a wonderful thing.
Thanks and see you soon.