BP screenshot is at the bottom of the page
oh, TransluentWater material is 4 times larger. no need to worry

I think there wasn’t a problem with water in your case. It’s just too small fog distance. But with “water planes” pack you need to uncheck “separate translucency” and it’ll become affected by dof and our fogs. Also with water material you’ll have incorrect blending with other tranclucent materials by default (i.e. without fog)…“Wish I were graphics programmer” ![]()

Sweet! So I tested here, all works fine, and Im using Forward Render in this lighthouse scene, just a plus, I add a group of note to exclude the Skybox from the fog, cause look this images below, look the trees leaves.
skybox receiving fog
skybox without fog
the bp updated:
divide value = 1000, feel free to take out the Switch node ![]()
It seems, you’ve not changed post process material to “Before Transclucency”, what I mentioned in comments above.
If you’ll turn “Color Opacity” to 0 in the “Fog_Global_Color”, and check “FogGlobal_DistanceX100” parameter, you’ll achieve visible skybox too ![]()
Also, my blueprint is designed for use with material instance, so you can change parameters in real time without compiling shader (In case you didn’t know about that). Here’s the screenshot of parameters.
Yes, I set the “Post Process Material” to “Before Translucency”, the problem was I didn’t check the FogGlobal_DistanceX100.
Btw, will be nice, you post the bp in the UE Forum 

Great)
Oh, I’m not very familiar with forums, but It’s definitely a good idea, thanks
Yeah, good. Color picker is a better solution )
Hey, our fog is famous ![]()
hahahah I droped a comment there ![]()
Thats so cool <3 we should be proud ![]()
Hey guys, this is awesome and exactly what I need. Is it available to download anywhere?







