We’re working on a space sim and are using some creative level streaming trickery in order to make massive scale environments, but one thing we can’t seem to get working is a “Classic” style skybox along the same vein as UT1/2004.
Even dissecting the engine’s base “BP_Sky_Shere” shows that it is merely a large sphere and not actually using a “render last” strategy like we’re used to in classic level design.
I had a theory to attach a camera to the player pawn’s camera component and have it render last, but there will still be objects that are outside of this sphere’s influence that will be culled by the sphere itself.
We’ve been banging our heads against a wall on this one.
TL;DR: We can’t have maximum distance on our skysphere, we need a class skysphere implementation of an infinite distanced skybox rendered behind all objects, the way skyboxes used to be, is this possible?