Volume Fog COMING THROUGH ROOF??

sorry - meant volumetric shadows

The light is making them look thin but they do actually have thickness. I’ve now tried this with different models in the architectural template > basic. But always get the same result. Either the template is buggy or I’m missing something.

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 ā€˜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)

This could just be a ā€˜broken project’. I had one where emissive just didn’t work at all. Couldn’t do anything about it. Had to chuck it and start a new one.

I’ve only seen this with 5.

I tried this on new projects too and always got the same result in an architectural template unfortunately.

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Hi there! I’m having this same exact issue and finaly I found this thread and tryed migrating my level to a Game Template and volumetrics are working again! I don’t know what project settings are causing this problem, but it’s been there for a long time now. I hope it get fixed soon!