Volume Fog COMING THROUGH ROOF??

So after some playing around I’ve found that it’s definitely the architectural template causing this issue. This is due to the use of real world light units. For example, after migration to a game template my emmisive materials, rect lights and cam. exposures were all blown out.

However, back in arch. template even when I change the values to those of the game template - or delete and create a new directional light of 10 lux - unreal doesn’t register the rescaling of volumetric fog. So there’s something integral or a deeper setting that needs tweaking - if that even exists?

Otherwise migration to a game template is the only current workaround. Which is unfortunate as they don’t support the ‘sunsky’ blueprint - great for geographically accurate timelapse in shadow studies.

So ultimately I’m hoping there’s a deeper setting somewhere - where I can globally rescale light units? (set to candelas in both templates)