So after reading thoroughly through this thread (thats a lots of th’s)…
…I have been able to start to implement my volume slice rendering technique in UE4. Previously I was using particles but that was a bit inconsistent for getting a uniform density and look. This way I dynamically generate slices that intersect a bounding area and face the camera every frame. This example is using a 3d noise node to test but as soon as the geometry generation is finished up, I’ll add in my animated volume texture shader to read in maya fluid caches.
I’ll post updates over the next week.