How to apply Cube Render Target to inside of Cube static mesh

I’m attempting to apply a Material that uses a Cube Render Target (capturing the live output of a SceneCaptureCube) to the inside of a cube static mesh in order to create a skybox-type effect for the player when they enter the cube.

However, I don’t seem to be able to correctly map the material/texture to the inside of the cube so that it gives the desired skybox effect, and instead the texture just repeats itself on each interior cube face (see screenshot).

How can I correctly set up my material and/or the cube’s UV map so that the Cube Render Target texture seamlessly wraps around the inside of the cube’s faces and gives a skybox-like effect?


  1. Just out of curiosity, what happens when you apply that material to a sphere?
  2. Is the cube meant to be reflecting itself in that image?

Just sample it with the camera vector multiplied by -1 if you want a skybox… interior cubemap was never designed to work like this.

@Arkiras That worked perfectly. Thanks!