Hi. They are both the latest versions, its normal for the version numbers to be different as they are on different platforms, released at different times. The fab and artstation versions are identical.
Hi, Iām pretty sure this is just a limitation of the render layers, translucent materials are never written correctly. Its not an easyfog limitation, its a translucent material limitation.
Hi! My EasyFog in my level looks completely black no matter what color change I did in the settings⦠Please help!
Have you tried adding some emissive? What about the normal map, and if you change it? Did you scale it a weird way?
Iām using the EasyFog update version on UE5.7, and the BP_EasyFog Transform coordinations are greyed out. It canāt be changed. You can still manipulate the fogās position, size, and angle with the gizmo in the Editor. Can it be fixed?
yeah i am also trying to figure out whats the issue for this or hw it can be solved.
Your designs look so cool I canāt wait till I make my own world and hopefully buy some of your creations in the future
hi
it works great on 5.6 but not working on 5.7. any suggestion what to do to make it work on 5.7?
Hi William, do you have these tools anywhere else ? Iām unable to purchase anything from this stupid FAB. I try every time there is a sale and the payment keeps failing and I see lots of people having the same issue. Epic is in your way of becoming a millionaire.
I wish there was another way to purchase your tools. Please let me know.
Big fan
Hello there, posting here since some might find it helpful.
Inside the EasyFog Material, thereās a Distance Fade multiplier for the opacity. Its purpose is to make the surface transparent as we move through it.
But in the case of lumen hardware reflections (Hit lighting), the PixelDepth node returns the distance between camera and the āmirrorā surface, not the distance to the EasyFog actor. Meaning when you get close to a mirror like surface, EasyFog will disappear in the reflectrions.
The solution if you need it is quite simple : after the PixelDepth node, add a RaytracingQualitySwitch, use PixelDepth for normal input, and for RayTraced (Lumen Hit lighting), add a simple offset to PixelDepth.
Hope it helps !
Hi there,
Unfortunately there is no other place to purchase the tools, intentionally so. Fab is the superior place to keep everything updated with seamless integration into unreal. Having it available elsewhere is just way more work for me to manage, and incredibly inconvenient for users to stay updated. Iām sorry youāre having issues with FAB though, that sounds odd as I have never experienced this before. Have you tried a different payment type?
hi everyone, there is a way to make the plugin works with ray tracing?
Anyone having flicker issues with this? Iāve been using it for a while, with no problems. But now in a project that Iām using Easy Fog all over the place, itās decided to flicker insufferably. The project is using Lumen and raytraced shadows. Pretty standard stuff. But it is a big heavy environment. So Iām thinking at some point I ran over a texture/raytrace/something-memory cache, and itās causing them to flicker. Just wondering if anyone else has experienced this or have any troubleshooting ideas?
Hello,
I am encountering a consistent crash related to one of your Marketplace assets:
Asset name: T_mountainFog_01_N
Asset type: Texture (Normal map)
Engine version: Unreal Engine 5.7.3
Issue Description
The Unreal Editor crashes when performing either of the following actions on this texture:
-
Moving the asset to another folder in the Content Browser
-
Saving the asset (even without any modifications)
This issue occurs 100% reproducibly with this specific texture.
Other textures in the same pack behave normally.
Steps to Reproduce
-
Create a new empty project in Unreal Engine 5.7.3
-
Add the āEasy Fogā Marketplace asset to the project
-
Locate the texture asset āT_mountainFog_01_Nā
-
Move the asset to another folder in the Content Browser
ā The editor crashes during the save process
Crash Details
The crash occurs during the save process triggered by asset move or manual save.
Relevant call stack:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000010
UInterchangeBaseNodeContainer::SerializeNodeContainerData()
UInterchangeAssetImportData::SetNodeContainer()
UInterchangeAssetImportData::ProcessDeprecatedData()
UInterchangeAssetImportData::ProcessContainerCache()
UInterchangeAssetImportData::Serialize()
Suspected Cause
Based on the call stack, the issue appears to be related to Interchange import metadata (UInterchangeAssetImportData) associated with this asset.
Specifically, it looks like Unreal crashes while serializing Interchange data during SavePackage, which may indicate:
-
Invalid or null node container in the Interchange data
-
Corrupted import metadata
-
Deprecated data failing during conversion to the current format
Since the crash only happens during save/rename (move), the texture data itself seems valid, but the attached metadata may be inconsistent.
Request
It may be an issue specific to my environment, but since the crash also occurs in a clean project following the steps above, I would appreciate it if you could check whether this issue can be reproduced and fixed.
If needed, I can provide additional logs or further reproduction details.
Thank you very much for your support.
@Crisislab Hi there, as I already wrote, we ran into the same issues since weāve updated to 5.7. Have you found any solutions?
@WilliamFaucher Weāve got the same issue after weāve updated our project to 5.7.
The Easy Rain and Easy Fog cards are all flickering. Somehow, the way it flickers changes depending on camera distance and shadow settings, but itās always there. Have you had a chance to look into this issue?
Youāre doing a great job by the way!
PS.: Just found out that there seems to be an issue with the normals in the mat. Disconnecting the normal input solves the flickering.
Hi! Have you been able to reproduce the issue? I donāt see flickering on my end in a fresh 5.7 install
This easy fog supports UEFN?
Here are a few things Iāve noticed during my troubleshooting:
-
Shadows make it worse: The hard edge becomes extremely obvious when the fog plane is in a shadow. The plane itself gets darker, but against a bright background (like the sky), the edge stands out like a sharp silhouette. In direct sunlight, it blends in better and is less noticeable.
-
Normal Map test: I tried changing the Normal in the material to
(0,0,0). The plane turned pitch black (as expected due to broken lighting), but the hard line disappeared. However, when I set the Normal to flat(0,0,1), the lighting came back, but the hard edge returned with it.
It seems like the edge of the card is still catching specular highlights or receiving shadows because the opacity at the very edge isnāt completely zero.
Is there a specific parameter in the Material Instance (like an Edge Fade or Opacity Mask) I should tweak to force the edges to be 100% transparent? Or is there a recommended workaround for this translucency/shadow issue?
Thanks in advance for any help!


