# How to create rotating skybox with Unreal 4.10.2+

**URL:** <https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116>\
**Category:** World Creation\
**Tags:** unreal-engine\
**Created:** [February 11, 2016, 3:06pm UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116 "2016-02-11T15:06:08Z")\
**Posts on this page:** 17\
**Page:** 1

<div class="post-metadata">

**Author:** ![TheMegolith](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheMegolith](https://forums.unrealengine.com/u/TheMegolith)\
**Post date:** [February 11, 2016, 3:06pm UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/1 "2016-02-11T15:06:08Z")

</div>

I am trying to create a rotating skybox in my map and can’t seem to find good straight forward information as how to do this in UE 4.10.2 / 4.11.0  
My map is on an asteroid tumbling through space and just simply need the skybox to rotate on an axis.

Can someone please point me to a tutorial that will accomplish this? Thank you!

---

<div class="post-metadata">

**Author:** ![CupMcCakers](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CupMcCakers](https://forums.unrealengine.com/u/CupMcCakers)\
**Post date:** [February 11, 2016, 6:16pm UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/2 "2016-02-11T18:16:39Z")

</div>

There are a few simple ways to do this.

I would suggest creating a blueprint from your skybox, make sure it is set to movable, and then in the event graph add a rotating movement component, you can use this to set the rate of rotation. You may find you get better results using a skysphere/dome.

---

<div class="post-metadata">

**Author:** ![macoll](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@macoll](https://forums.unrealengine.com/u/macoll)\
**Post date:** [February 11, 2016, 7:21pm UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/3 "2016-02-11T19:21:51Z")

</div>

Or you could create a skeletal mesh in your 3D app with a rotating sphere 😉

---

<div class="post-metadata">

**Author:** ![TriNityGER](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/trinityger/32/477231_2.png) [@TriNityGER](https://forums.unrealengine.com/u/TriNityGER)\
**Post date:** [February 11, 2016, 8:06pm UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/4 "2016-02-11T20:06:24Z")

</div>

Use a panner or rotator in your skybox material.

---

<div class="post-metadata">

**Author:** ![TheMegolith](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheMegolith](https://forums.unrealengine.com/u/TheMegolith)\
**Post date:** [February 12, 2016, 2:41am UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/5 "2016-02-12T02:41:46Z")

</div>

Sorry I miss spoke, yes I am using skysphere. What I need is a tutorial how to make it rotate on an axis.

---

<div class="post-metadata">

**Author:** ![TriNityGER](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/trinityger/32/477231_2.png) [@TriNityGER](https://forums.unrealengine.com/u/TriNityGER)\
**Post date:** [February 12, 2016, 4:36am UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/6 "2016-02-12T04:36:28Z")

</div>

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

Just add the component and set the desired rotation, done, the rest is just fancy stuff you don’t need nor want.  
If you’re using the default UE4 Skysphere BP you have to make the actual sphere mesh the root component, not the dummy sphere component which is the root by default(It won’t work for some reason.).  
Besides that, you can simply delete the sphere component as it has no effect on the skysphere(I didn’t notice any at least.)

---

<div class="post-metadata">

**Author:** ![TheMegolith](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheMegolith](https://forums.unrealengine.com/u/TheMegolith)\
**Post date:** [February 12, 2016, 2:45pm UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/7 "2016-02-12T14:45:10Z")

</div>

Thank you so much for your reply! Exactly what I needed.

---

<div class="post-metadata">

**Author:** ![TheMegolith](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheMegolith](https://forums.unrealengine.com/u/TheMegolith)\
**Post date:** [February 12, 2016, 5:34pm UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/8 "2016-02-12T17:34:11Z")

</div>

Huston we have a problem. The mesh rotates but the texture doesn’t. Is there a way to lock the material to the mesh so that when the mesh rotates the skybox material rotates with it?

---

<div class="post-metadata">

**Author:** ![TriNityGER](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/trinityger/32/477231_2.png) [@TriNityGER](https://forums.unrealengine.com/u/TriNityGER)\
**Post date:** [February 13, 2016, 4:12am UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/9 "2016-02-13T04:12:31Z")

</div>

That depends on how your material is set up. When I tested it with my own skyBOX and the default skysphere it works fine and the texture also rotates.

---

<div class="post-metadata">

**Author:** ![TheMegolith](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheMegolith](https://forums.unrealengine.com/u/TheMegolith)\
**Post date:** [February 13, 2016, 7:30pm UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/10 "2016-02-13T19:30:55Z")

</div>

I created the skybox using this tutorial.

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/8/d/e8d9bb778d94fa2d68a0656f477a50e5620b37d0.jpeg "Unreal Engine 4 Tutorial: Space Skybox Creation") ](https://www.youtube.com/watch?v=JSRsQpRfDlk)

---

<div class="post-metadata">

**Author:** ![TriNityGER](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/trinityger/32/477231_2.png) [@TriNityGER](https://forums.unrealengine.com/u/TriNityGER)\
**Post date:** [February 14, 2016, 2:15am UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/11 "2016-02-14T02:15:56Z")

</div>

The problem is the ReflectionVectorWS which is in world space I assume? What you want is local space so the texture follows the actual mesh rotation and not the world rotation.

Just hook up a transform node between the ReflectionVectorWS and the TextureCubeParameter like this:

 ![Unbenannt.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/b/d/6bd2bf80dd4cad3b0a13c50e0c1506e1faf1d70f.png)

---

<div class="post-metadata">

**Author:** ![TheMegolith](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheMegolith](https://forums.unrealengine.com/u/TheMegolith)\
**Post date:** [February 15, 2016, 5:28pm UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/12 "2016-02-15T17:28:22Z")

</div>

Hummm. I can’t find TransformVector ‘world space to local space’, only ‘tangent space to world space’. That mangles the texture. It makes it streak and warp.  
Any ideas?

---

<div class="post-metadata">

**Author:** ![Opamp77](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Opamp77](https://forums.unrealengine.com/u/Opamp77)\
**Post date:** [February 15, 2016, 5:39pm UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/13 "2016-02-15T17:39:55Z")

</div>

Select the transform vector node then look at the context menu to the left.

---

<div class="post-metadata">

**Author:** ![TheMegolith](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheMegolith](https://forums.unrealengine.com/u/TheMegolith)\
**Post date:** [February 15, 2016, 5:48pm UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/14 "2016-02-15T17:48:29Z")

</div>

Hurray success! Thank you the solution works perfectly!

---

<div class="post-metadata">

**Author:** ![TheMegolith](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheMegolith](https://forums.unrealengine.com/u/TheMegolith)\
**Post date:** [February 15, 2016, 6:25pm UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/15 "2016-02-15T18:25:39Z")

</div>

This is the product, now just need to tweek it. Thank you all for helping me get it working.

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/4/f/34f9b09b77cb96aaea1c29f0da8d92da0373e885.jpeg "Unreal Editor 4, Rotating skybox") ](https://www.youtube.com/watch?v=e9UqpueOkRU)

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_af4535dd](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_af4535dd](https://forums.unrealengine.com/u/anonymous_user_af4535dd)\
**Post date:** [January 26, 2018, 6:05pm UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/16 "2018-01-26T18:05:32Z")

</div>

> [@](#):
>
> The problem is the ReflectionVectorWS which is in world space I assume? What you want is local space so the texture follows the actual mesh rotation and not the world rotation.
> 
> Just hook up a transform node between the ReflectionVectorWS and the TextureCubeParameter like this:
> 
> ![Unbenannt.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/b/d/6bd2bf80dd4cad3b0a13c50e0c1506e1faf1d70f.png)

Huge Thanks, I was looking for exactly this!

---

<div class="post-metadata">

**Author:** ![xmaartenja](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@xmaartenja](https://forums.unrealengine.com/u/xmaartenja)\
**Post date:** [January 4, 2022, 9:24am UTC](https://forums.unrealengine.com/t/how-to-create-rotating-skybox-with-unreal-4-10-2/55116/17 "2022-01-04T09:24:23Z")

</div>

My hero! Damnit thanks 😄
