Hi! I was copy-pasting some textures and changing materials on static meshes and objects in my custom map level, and I think I must’ve accidentally changed something to cause the default skydome in UEFN to disappear. Now instead of the normal sky with clouds, it shows the sphere with its polygon faces, like it’s missing a texture or material. Anyone know a way to fix or check this?
In the World Settings I am in Day Night Cycle - Chapter 5 for world time of day manager. If I switch it to Chapter 4 then the sky appears from that option with its own version, but changing back to Chapter 5 returns to this empty polygon sphere.
Example below
Do you have a Skydome ?
They’ve been depreciated, Chapter 5 may not be using it anymore.
Try dropping in a Day Sequence Device see if that works
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Hey thanks for the reply! Life’s been busy and haven’t been able to check in until now.
I didn’t make any extra skydome or anything, my project started with the default sky appearance using Chapter 5.
Strangely in the play test session, it shows the sky normally as far as I can tell:
But the shader of the sky material still looks strange in my map on the editor side. This won’t impact much except for when I need to make renders of in-game shots from the editor’s side.
Trying to drop in a day sequence device, it seems to give the sky more blue during the day but I can still see the polygonal shading to the edge of the sky, especially at different times of day:
I think I might try to revert back to changes before this happened in the revision control thingy, and see if that undoes however I got to this point.
Really strange, I have a feeling I could have pressed some shortcut button or did something in materials that I don’t realize or remember that might’ve changed it. 
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DOH ok I found out something that helped! I changed my scalability from everything “low” to everything “medium” level and that now shows the sky back to its original gameplay state!
Turning everything to low settings now makes it look black or dark in the sky, but at least I know now what is impacting or changing it. Seems like specifically turning Effects in scalability to Low will make the sky black/dark, and making it medium will give the blue sky appearance. I’ll keep some settings in medium level or higher quality to get in-game editor renders 
(low settings)
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Yeah, looks like a giant dome, suitable for a map about a civilization inside an alien zoo…
I use low scalability all the time, but I’ve never noticeded that, though I haven’t experimented with the settings yet, but then again I’ve been focusing on the ground for months and haven’t looked up much
The low scalability settings affects the terrain a lot too.
So does using, Performance Mode in Fortnite, which only shows the grass, dirt and sand.
It is a lot, checking each graphic setting for consistency
It could be something you’ve changed, but then again it could also be changes on epics side, artifacts from streamlining low end performance.
What type of Island did you start your project on ?
sorry for the late reply! Life is too busy ;v;
So my project just started out as a normal UEFN project, using the large scale grid floor template I think? It’s been a while, but I remember mostly using that.
And during the playtest now, if I set my settings to Low for the Effects option (which changes to that polygon sphere dome in the editor view), doing that in-game still appears normally thankfully:
But yeah can’t help but think I might have done something earlier while messing with custom materials, I just can’t think what it would be. I’m just gonna say knock on wood, it’s working in-game and just a visual thing in one circumstance in the editor, so if it’s not broken, I won’t try to fix it lol.
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