Volumetric Fog - June 1 - Live from Epic HQ

It requires code changes.

We don’t intend to expose shadow maps in the material editor at the moment - that would expose a lot of implementation details which are constantly changing. Every shadowing method requires separate handling - spot light shadowmaps are different than point light cubemaps, which are different than CSM, which are different than static shadowing, which are different than per-object shadowing, RTDF shadowing, capsule shadowing, etc etc.