Quick answer: Lerp the Exponential Height Fog density, color, and start distance from the current values to the target over the weather transition duration.

When the weather flips to foggy the entire view instantly thickens with haze, an obvious pop. Fog parameters need to be blended over the transition like every other weather visual, not assigned in a single frame.

How to fix it

1. Interpolate fog parameters

On a weather transition, store start and target values for fog density, color, and fog height falloff and Lerp them over the transition time instead of setting them once.

2. Drive from one blend factor

Use the same 0-1 weather blend used for rain and clouds to interpolate fog so all atmospheric effects move together and stay coherent.

3. Clamp extreme densities per frame

Limit how fast density can change per second so even a snapped target value resolves smoothly, protecting against pops if a transition is skipped or the game was paused.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.