I am working on migrating our project from unity3d to unreal and I am running in to a few issues.
In unity3d I would put all the space background items in a layer called “space”. Then make a camera just for the space items, and cull everything that was not on the layer space. After that it was just a matter of telling the player camera to cull the layer space and linking the rotation of the two cameras. That way I could make the planets HUGE in the game world and not worry about the player ever reaching them. You would not know how to do the same affect in unreal?
I know how to do all this in unity3d and it gives you a true space feel. Maybe not the best for performance but gives you a lot of options in the end game.
Detail on how I was doing this in unity3d:
The reason I do it this way is that this is a MMORPG and the ships that you see out the window may have other players looking back at you. Soooo I use this camera trickery to make it happen. I whipped up an example HTML5 in unity3d so you can see how it works in real time. Only spent around 5 min on it and it is not networked so do not expect too much only an example.
I hope it is something simple I am missing in unreal, then I am having a hard time also telling unreal that my skybox is a skybox instead of having to make the object HUGE so the player does not hit it, LOL.