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Localized Fog or Accessing Post Process Volume Blend Radius Alpha

So what I'm trying to do is use the Exponential Height Fog in certain locations of my open world game. I'm also using Post Process Volumes in these areas, and was hoping there was some way to access the weight or alpha value of the Post Process Volume's Blend Radius (the one that sees how far away from the surface of the volume the player is) so that I could smoothly blend the density of my fog based on how close you are to the region, rather than just having it fade in or out once you enter the region.

Maybe there's an easier way to do this (I can certainly think of complicated ways to do the same thing), but if I could access that value, it'd be by far the easiest method.

Product Version: UE 4.16
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asked Sep 09 '17 at 05:49 PM in Blueprint Scripting

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Skeletonbane
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