Paper 2D TileMap Fog of War not Rendering Properly

Hello

I have recently switched over my project from a top down 3D hexagonal map to a Paper 2D tile map. This transition has worked out fine except for my fog of war. The old system worked great with the 3D models I used a couple render targets and the character location to draw to a material on a plane in the world and this created the Fog of War and field of view. The problem is the Tile Map is completely unaffected by this it just displays fully visible no matter what. I have researched and found two solutions but both great bigger problems and I do not have enough knowledge of shaders and rendering to understand why. The first solution was to change the project settings to use Forward shading with Direct X12. I tried doing this both or only one of each active and in all cases it caused UE to crash with shader errors copied bellow. So I tried changing out the default translucent material on the Tile-map with a masked one instead. This allowed the Tile-map to be affected by my fog of war but it meant the layers of the Tile-map displayed wrong overlapping in unexpected ways. Also this cause a bunch of errors in my code that interacted with the Tile-map making game-play impossible.

Any help would be appreciated.

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp] [Line: 32]
Shader requested a global uniform buffer of type ‘VirtualShadowMap’ at static slot ‘[Name: VirtualShadowMapUbSlot, Slot: 9]’, but it was null. The uniform buffer should be bound using RHICmdList.SetStaticUniformBuffers() or passed into an RDG pass using SHADER_PARAMETER_STRUCT_REF() or SHADER_PARAMETER_RDG_UNIFORM_BUFFER().

P.S. I did come up with a temp fix using blacked out tiles on an additional layer of the tile map but it does not look good or function as desired