New Sky/Atmosphere model in 4.24

Ok, so I’ve been working on this outer space scene using the new SkyAtmosphere system (current UE4 build 4.26.1) for a few weeks now. Everything went super smooth up to the point where I finished my planet (Earth) and focused on making the Moon. According to the documentation and some videos I watched, to achieve natural dynamic lighting, I should enable “Per Pixel Atmosphere Transmittenance” in my directional light (sun) settings. So, I did that and my moon started looking really good, however, I am now experiencing an issue with the planet surface:

I tried changing sky atmosphere parameters and maxing various CVARs for better quality but it didn’t help to resolve this issue. I am not entirely sure if this is a bug or an intended functionality, but so far I have thought about the following workarounds:

  1. Roll back the transmittance to default mode (unchecked), this would give me good looking planet but all other objects in space would be light incorrectly. Hence, I would need to change all shaders to unlit and rewrite them, as I understand this would be needed for all objects in space (moons, spaceships, props etc.). This sounds time-consuming and not user-friendly at all. I would prefer to avoid this path.

  2. Rewrite planet surface shader from lit to unlit and work with “Per Pixel Atmosphere Transmittenance” enabled. This sounds better coz only one shader needs to be rewritten and I would be able to benefit from beautiful outer space lighting. I am not sure, however, If I can replicate my lit shader 1:1 (will give it 2-3 days and see the effects).

If anyone has a different idea on how to fix this, please kindly reply. All suggestions are welcome.