In unreal 4, it seems like skies are done by having a gigantic sky sphere in the level.
Other engines, especially idtech based, like Source or DooM, or Quake, etc… use kindof a texture/material. Wherever that material is used it instead renders a sky or shows a view into a sky via a portal like system. I think even older unreal engine games did this. You basically create a pocket world within the level and it’s projected as the sky in other parts of the level.
I have parts of my level I want completely hidden when the player looks into the sky. This is partly because I have a procedurally generated level and some parts of the procedurally generated level will have a visible sky. The player will essentially see complete garbage in the sky of some parts of the level they’re not supposed to see.
If I could just have some rooms in my procedurally generated level have the ceiling use a “Sky” material and it showed a sky portal, that would solve the problem.
I’m not sure if there are any tutorials or other similar solutions for UE4. We might also need this for VR. This would really help for our game in general since it’s mostly randomly generated levels as opposed to a gigantic landscape and I’d prefer to define some surfaces as “this shows the sky” like other engines can, as opposed to just placing a giant skybox. Most of the rooms in the procedurally generated level will be just rooms and no outside building geometry, so players will see into far away rooms due to back face culling and such.
It’s especially hard to even find results on google, like “Sky Material”, “Sky Surface”, “Sky Texture”, etc are all about how to create nice looking skies on the default sky sphere. Not how to set a polygon to render a sky on. Not much on Portal Skies since unreal 4 doesn’t really seem to have much of a portal system if any.