Local volumetric fog in UEFN ?

Is there a way to create a simple, localized volumetric fog in UEFN that is not based on experimental features? I tried several approaches that work in UE5, but in UEFN I get the warning that experimental features will prevent me from publishing my island. I am looking for something publishing proof. Just a basic, static fog, no movement or structure is necessary, within a simple box or sphere volume.

It seems that UEFN considers the sphere mask as experimental at this point.

I make fake volumetric fog using a VFX powerup attached to player with Niagara sprites that disappear as you get closer, you can also use material graph and meshes to fake volumetric fog however you’d like or with ray marching

Hi @swaggod ,

That sounds great. I am just beginning with Game dev, my background is in concept art, materials and textures, and I don’t have a lot of technical understanding. Is there a detailed tutorial or documentation that I could follow to create that fake fog ?

Hmm i just cooked it up myself lemme see if i can make a quick tutorial and share later today

Wow, that would be awesome!

Here you go! Been meaning to make this for a while haha https://youtu.be/b6JLxO7_jEI

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Thanks so much @swaggod!

Great turorial. Btw, your level looks awesome!

No problem! If you’d like to see it in action the code is 5152-8352-0052

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