This material should give you your answer:
The downside of this method is that the interior must be emissive.
I can see another version of this where you have two separate objects- a shell and an interior (the same as the shell but with reversed normals), and have the interior material set to unlit. This would allow you more direct control over the interior style without affecting the original shell look.
To add an additional layer to this, on the interior mesh, you could dot the atmostpheric light direction with the mesh forward vector (get from blueprint or do some math) to get the general brightness based on your scene’s directional light. This should theoretically help it look more realistic based on light direction, though it still wouldn’t be able to take in the shadows from other objects (maybe there’s a way to do this through HLSL, if there is I don’t know it.)