Hey again, I found that I had a ReflectionCaptureActor in the scene and that was overriding my skylight cubemap. Turning that off helped somewhat. However setting the skylight to “Stationary” seems to give the best results rather than setting it to “movable” where the shaders become very washed out and with low contrast.
I’d like to be able to have the backdrop image/ sky sphere represent what is in the skylight cubemap since it will help me determine if the materials of the meshes are correct.
What you are suggesting Jacky is basically the set-up I have right now. A skylight for the reflections and a directional light for the specular highlights.
I’m still confused as to how I can match the backdrop sky sphere texture with the hdr cubemap, I had rotation on my sky sphere and setting that to 0 matched the hdr cube better.
Can I connect the HDR cubemap orientation to the skysphere orientation in the shader or a blueprint maybe? I haven’t really found a place where I can change the orientation of the hdr cube other than doing it in the texture.
Another issue is the strength of the skylight, I’m assuming that it should be set to “1” since I want the unaltered light information from the .hdr map. But I don’t know…