Duchenkuke made some cool stuff with wet roads and puddles in his
side project.
Basically what you need to do is add the proper PBR map, namely glossness and metalness to achieve this effect.
The correct material index needs to bet set in the .fpe file. The material indexes are:
0 = GenericSoft
1 = Stone
2 = Metal
3 = Wood
4 = Glass
5 = Liquid Splashy Wet
6 = Cloth / Flesh / Soft Absorbant (blood effect)
7 = Hollow Drum Metal
8 = Small High Pitch Tin
9 = Small Low Pitch Tin
10 = Silly Material
11 = Marble
12 = Cobble
13 = Gravel
14 = Soft Metal
15 = Old Stone
16 = Old Wood
17 = Shallow Water
18 = Underwater
Quote: "It is possible to make a light flashing randomly for example interior lamp ?"
Yes, via shader effect on the entity itself and then scripting a dynamic light to have the same rythm. You will have to program this manually as I don't think there is a ready made pack to purchase. I have however seen games with this feature.
Quote: "how can i achieve this volumetric fog effect ?"
Either use the particle system or make an animated model that simulates a particle effect. (similar to some mobile games made in UE4)