Transparent Materials Fail to Problerly Color Correctly Behind Volumetric Clouds While Camera Is in Environmental Height Fog

Summary

I don’t know exactly when this started, but it’s been happening for months. I don’t recall changing any settings in any mat, but I think a past Fortnite update broke the volumetric clouds.

Right now, when a transparent material is behind the clouds while the camera is at the height of fog made from environmental height fog, it just keeps the color of the clouds and does not add the height fog to the color. When the camera is not in height fog (2026-05-20 11_27_23-Clipboard.png), the clouds work perfectly fine, and the transparent mats are obscured perfectly, but the more you move down, the more and more the clouds are obscured by the height fog, but not the transparent mats.

I have checked, and additive mats do NOT break behind clouds; it is only transparent mats.

I have tested and confirmed that newly created transparent mats also don’t work properly behind the clouds and height fog, and have attached a screenshot of it. The mat has all 3 fog settings enabled (2026-05-20 11_40_17-Clipboard.png)

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

From what I can recall

Make a transparent mat and add something to it, like the sun or a texture.

Add it to a mesh and scale it up to be behind the volumetric clouds.

Add environmental height fog to the scene (can use default settings)

move the camera up and down into and out of the height fog, and observe

Expected Result

The transparent mat and clouds should become fully obscured by the height fog.

Observed Result

sadly only the volumetric clouds become obscured while the transparent mat only takes the clouds into account.

Platform(s)

PC

Island Code

No Code Sadly

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Video

Additional Notes

I know this has to have been from an Fortnite update because it happened in the middle of a project I was working on, and then suddenly every transparent object in the background was visible through the clouds.

Adding a note that I found this bug originally on December 3, 2025

hi @DylanDennis

Please can you turn off the Direct X 12 for DX11 the older original driver.

If you have Nvidia graphics card please make sure you have the latest drivers as in the post

RESOLVED: Known issues with NVIDIA 576.02 drivers on RTX 50-series GPUs | Epic Developer Community

sorry but after making sure my drivers are up to date and setting launch options for both Fortnite and uefn to -d3d11, the issue persists

1 Like

hi The only thing is that Standard Engine 5.7 has documentation and this seems to show how to change parameters, but this may not help in UEFN as a lot of these things are limited, because you cannot use them in Fortnite and there are lots of complications in Fortnite.

Usually its about Time of Day. Sky dome was removed and replaced which caused similar problems. Many Indie Devs like me have tried to find the problems but the UEFN examples show how limited the changes are allowed.

Crafting Realistic Lighting and Atmosphere in Unreal Engine | by Thomas Mauro | Medium

Exponential Height Fog in Unreal Engine | Unreal Engine 5.7 Documentation | Epic Developer Community

Volumetric Fog in Unreal Engine | Unreal Engine 5.7 Documentation | Epic Developer Community


Just posting screenshots to show this issue happens on the ch4/5 Todm manager built into UEFN. I really do believe it’s an engine issue.