Light beam. light reflection in the tunnel

Hello. I have a tunnel as you can see in the pictures.

There is a ray of light at the end of the tunnel. grayish.

There is also a city in my game. both the tunnel and the city.

now when I reduce intesity value in ExponentialHeightFog it’s ok. but then the city is covered with fog. What I want is that the grayish light in the tunnel is not visible. It is visible even when the train is moving. Please help me. How can I destroy the grayish light at the end of the tunnel?

I also put pitch black cubes outside the tunnel. But there are reflections. I’m sorry for my bad english.


Without seeing your light setup (you should post a picture of that, too), one thought is to set up a different post process volume(s) inside the tunnel vs. outside so you can control things based on location rather than level-wide.

That being said, some kinds of lighting and fog are a global elements, so you have a couple of options here:

  • Don’t use global fog, but rather a post-process material to simulate fog (like this: Unreal Engine Depth Fog TUTORIAL [Path Traced] - YouTube - there are other ways; Google it).
  • Create streaming levels to separate the tunnel(s) and other parts of your world and load/unload them as needed, keeping the ‘global’ fog only in the levels that you want it.