Probably the best way would be defining sky color globally via BP’s, then use those color in moon shader.
As example, you can make BP where you will set SkyColor and SunDirection. In mood shader, do simple NdotL and use result as alpha for lerping between moon texture and solid sky color.
Not sure if that solution are easiest/better but it can work.
Anyway, wrap up the moon with that texture in 1080 since you don’t need much detail when it’s way up and way from the player.
Move the moon out to the edge of the sky-sphere - or even outside but then you have to make the sky map material transparent to see it.
Make the Moon Material emissive.
The material code above sort of works, You just need to make a mask and change the material to be masked. this will make the side of the moon that’s not lit literally disappear instead of sort of fading with a halo.
That’s sort of all there is to it until you get into implementing Tides and the actual movement.
As far as movement goes, the moon takes ~50m longer then the sun to do a full loop. you can start with that