How to remove height fog from indoor scenes?

As the title suggests, I want to know how to remove exponentialheight fog from indoor scenes?

Do I have to increase the lighting indoor, or is there some “secret” way of doing it that isn’t hacky?

If there is a secret way I’d love to know it.

What I have been doing it having multiple exponential height fogs in scene and simply toggling rendering visibility of them appropriately if my player is indoors or outdoors.

It gives me fine-grained control over how the fog looks in different areas. I just have to remember to capture the player going into certain areas using overlaps. Level blueprint seemed like a good place for me to put this sort of logic.

Unfortunately my scene doesn’t allow that to happen haha.
I have an Archviz scene of an appartment with a big window, looking right at a valley and mountains. The volumetric fog nicely creates god-rays and fogs between the mountains…

Ah ■■■■. If the valley and mountains are some distance away then you could try using the start distance parameter.

From docs it says,

Distance from the camera that the fog will start.

Might not be ideal if apartment is big or the valley/mountain are actually sort-of close.

the appartment is like ontop of the mountain, en i want to have godrays for when the camera is at the window…
but thanks for the suggestion!