# Local Fog not working on Mac version of Project 

**URL:** <https://forums.unrealengine.com/t/local-fog-not-working-on-mac-version-of-project/2576023>\
**Category:** Blueprint\
**Tags:** unreal-engine, question\
**Created:** [June 25, 2025, 5:47pm UTC](https://forums.unrealengine.com/t/local-fog-not-working-on-mac-version-of-project/2576023 "2025-06-25T17:47:13Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![BenSanders76](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BenSanders76](https://forums.unrealengine.com/u/BenSanders76)\
**Post date:** [June 25, 2025, 5:47pm UTC](https://forums.unrealengine.com/t/local-fog-not-working-on-mac-version-of-project/2576023/1 "2025-06-25T17:47:14Z")

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We’re developing a cross-platform project (PC + Mac) in Unreal Engine 5.4.4 and hit a weird snag. Local fog is working beautifully on our PC build—no issues, looks great.

But on Mac? Total chaos. The Viewport turns into what looks like an old static-filled TV screen the moment local fog is enabled. We’ve been using `Show Fog 0` as a workaround just to keep moving, but ultimately, we need parity across both platforms.

👀 Has anyone else encountered this? Any fixes or workarounds to get local fog behaving on Mac the same way it does on PC?

Thanks in advance—any insight would be a huge help!
