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?

Just in case someone else ends up here. This answer provides a solution to this question

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Thanks - super handy!