Thank you! I appreciate it. I must say, whatever you’re working on caught my eye, it looked interesting and I’m more than happy to help; especially with Unreal’s weird translucency systems.
What I learned may be somewhat of a headache for you, apologies: Raster and RT translucency work vastly differently, differently enough that you may have to rework some of your materials to get your desired results. Essentially RT translucency may not even be aware that your volumetric fog is present, so it’s effectively ignoring it. Without getting into too much sorcery, you may just need to switch translucency to raster and live with the limitations.
Also, as someone who’s worked a fair bit with ray-tracing and lumen and related rendering (no expert though), raster translucency does work pretty well at this point for integrating translucent surfaces and volumetric effects like fog (not perfectly, but generally well). Refraction is screen-space, but that can generally be arted around.
By the way, is your material two-sided? Try enabling it if not, I’ve found it to help glass quality in a lot of cases .