You could get a rudimentary volumetric fog effect from a material using a depth fade node applied to any mesh:
The material would need to be set to two sided so that you can see the fog when you’re standing inside the volume.
It’s not quite the same as it wouldn’t have the ability to specify a light for the in-scattering color but you could always make this into a blueprint and use two different meshes for an “inner” and “outer” fog. At the very least it’s great for fog on the ground (IE lower than the player’s head height).
