How do I use more than one Exponential Height Fog?

When I placed second Exponential Height Fog, it does not seem to render at all. Is it not possible to have more than one?

I want to flip one(if possible) and put it on sky.

Why do you need two exponential height fog actors? It won’t have any effect.

Just switch their visibility properties then. But another question, why not simple change parameters at run-time?

Hey Pinepanda,

Exponential Height Fog affects world, so having a second Fog in your level will simply override first. What sort of effect are you trying to get with a second EHG? There might be another solution.

You can affect Fog itself via Blueprints or Matinee, and linking those to character location might be best way to get what you’re looking for. Take a look at documentation here:

Hope that helps!

Oh that… well it’s not possible AFAIK, it just won’t have any effect as both actors will compute same “values”, and actually only one as active at once from what i experienced before.

Volumetrics are quite weak in UE, CE provides really great fog, hope Epics will implement something similar to it :slight_smile:

Visibility were both on both when I checked. So is it not possible to have two at same time? I don’t need to switch them. I want them both at same time. Ground and Sky. I want my environment sandwiched by two fogs.

Thank you BiggestSmile

I have a scene that player stands on structure is in middle of big fire scene. I wanted to use fog to give base smoke layer both on ground side and sky side. I didn’t want to add very thick smoke effect to cover entire sky. I saw that Fog Volume is not available in UE4 yet, so I wanted try using Height Fog to achieve effect. Do you have ETA on Fog Volume?

There’s no official ETA for Fog Volumes, but it is something we’re working on. In meantime, you might be able to use particle effects to get what you’re looking for. Take a look at Elemental Demo when you get a chance. There are some great fog effects that you can look at and manipulate in your own project.

I’ll do that. Thank you!

I also encounter this issue. ExponentialHeightFog is in a shared streaming level, I can’t use Blueprint to control an actor in a streaming level, persistent level just doesn’t save, so I think adding a new ExponentialHeightFog in persistent level could work.

Thanks!