Rendering cubemap with 6 axis for 360 degree panoramic images?

Hey guys, got a question about creating a 360 degree cubemap by utilizing 1 camera that makes a render in 6 axis. (top,bottom,front,right,back,left).

The reason Id rather go with 6 renders instead of a 1 panoramic render is that each render could have bit more resolution, for example each image could be 4k, stitch them together.

I was able to render a single 8K image for the 360 degree image as a panoramic and that works fine, but ofcourse its larger in size and more difficult to render then 6 smaller images that are stitched together.

I got it mostly working but seem to be getting a tiny bit of seams in when rendering out in sequencer and tossing it into Pano2VR.

Can anyone push me in the right direction? I’m sure its due to my camera settings, but cannot seem to find any info on the equirectangular and UE5.



EDIT: After a bunch of testing, managed to get very close to desired results. All 6 renders seem to match up ALMOST perfectly.

But for some reason I’m still getting this seam in the corners.
Its not due to the method of lighting (removed UDS and tried the default lighting)
Its almost like Unreal adds a tiny bit of vignetting when rendering, is that possible?