What I meant was, if another fan was added in line with the other, then what you are proposing would not work anymore.
What I showed you in the video also isnt possible with static light shafts. So enough of this, before light mass / dynamic shadows were added were you recommending people to paint their own shadow textures, too?
Exactly, graphical components are not needed to produce a playable game, which is why they are conveniently always backlogged for more “important” things, honestly speaking priority always seem to be on helping non-programmers with AI , behavior trees, navigation and other tasks that are easily made in code. Nothing wrong with that, but if Epic continues to downplay the development need of new graphics capabilities to the engine by saying “not really needed to make a game” then in a couple of years they will have another Unity engine on their hands and the actual AAA studios who are looking for a truly next-gen graphics engine will find little use of all built-in game-play components and might choose another engine that is up to spec in the graphics department. Of course only Epic knows , but they can’t have the cake and eat it, too.
Epic if you are reading this, maybe integrating NVIDIA’s solution would be a viable option:
Although something more robustly integrated, perhaps as a new switch on the atmospheric fog volume (maybe a list of the volume contributing lights) would be preferred.