Using Atmospheric Fog

Epic has done a lot of work over the years (specifically updated in 4.16) on making more complex fog techniques more accessible to developers, and at this stage they are relatively easy to add, at least compared to days past. In our cove map example, first we'll examine its use of the Atmospheric Fog object placed within it, as well as its sky and the sky's corresponding directional light properties. For games desiring a sort of low-lying fog effect, where at low altitudes in the game the fog becomes more thick and pronounced, please do see the next sub-section on Exponential Height Fog (Volumetric Fog). For readers who would like to use localized Volumetric Fog to enhance (or even obscure) an area, have special properties ...

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