I’m trying to replace the default sky with a space texture that I have in the form of 6 separate texture .png files (top, bottom, left, right, front, back). I feel like I’m close but that maybe there’s something obvious I’m missing.
I created a cubemapped .dds following the guide in the docs (https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/Cubemaps/index.html). Once I have the cubemap, though, I’m not sure what to do with it in order to replace the sky. The docs only seem to cover using the cubemap for ambient lighting, but I’d like to actually see the entire thing. The doc mentions “Two popular uses are via ambient cubemaps and cubemaps within materials” but then they only go into details for the ambient cubemaps.
Directly creating a material from the cubemap doesn’t seem to work correctly (I can’t actually see the texture on the material, it doesn’t seem to realize that this is a cubemap?), or else I’d just make a material from the texture and apply it to a really large sphere. I’ve tried looking at the default skybox for guidance but it appears to me that the default skybox isn’t actually using any cubemaps, or possibly is too complex for me to see where they are being used.
Can anyone offer some guidance? I feel like this should be much more simple than it’s turning out to be.