I’m trying to rotate a spheremap using RotateAboutAxis but all it does is spiraling the sky rather than rotating it. It basically pins pixels around rotation axis. I know it would be much easier to use world position offset pin but I rather avoid rotating actual geometry. I want to rotate it dynamically in two different axises for stars simulation.
Thank you so much, this works perfectly! However, there is one more thing I can’t figure out. I’m trying to add two rotations to each other now (I want to expose pitch and yaw of the sky to BP). I did a few tests but I can’t quite get it to work (it skews the skybox rather than rotate as soon as I try to add input from second rotation axis. I think DEFNIQUE had a problem similar in nature but I can’t quite follow Ryan’s instructions here: Combining Rotations (RotateAboutAxis) for World Position ffset - Rendering - Unreal Engine Forums
No worries, I’m still struggling with it. My cubemap is a full star sky. I want to rotate it in two axis to accurately simulate Earth’s night sky rotation based on geographical latitude via blueprint. Therefore, I need pitch and yaw of the rotation. I think rotating the pixels is the only solution as rotating the sky in world position (actual vertices) would not suit my setup (my clouds use uv coordinates)