Dynamically changing HDRI cubemaps at runtime

Hello everybody,

I just installed unreal yesterday, so please forgive me if this is a stupid question. I need to use unreal to generate a synthetic dataset for object recognition.
Therefore I need switch between many HDRI’s, so that the dataset contains the object under many different lighting conditions. I am sure that game engines aren’t optimized for this, anyhow here is my current blueprint:

When I use a get cubemap and print string node after setting a custom cubemap from the asset folder, it correctly outputs the respective asset. However, the HDRI is still the unreals default one. Any ideas?