# Sky atmosphere in VR not working

**URL:** <https://forums.unrealengine.com/t/sky-atmosphere-in-vr-not-working/235005>\
**Category:** XR Development\
**Tags:** unreal-engine\
**Created:** [June 12, 2021, 2:10am UTC](https://forums.unrealengine.com/t/sky-atmosphere-in-vr-not-working/235005 "2021-06-12T02:10:35Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![ProjectZ3RO](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ProjectZ3RO](https://forums.unrealengine.com/u/ProjectZ3RO)\
**Post date:** [June 12, 2021, 2:10am UTC](https://forums.unrealengine.com/t/sky-atmosphere-in-vr-not-working/235005/1 "2021-06-12T02:10:36Z")

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Hello!

Is Sky atmosphere currently not working for android VR? I created a sky atmosphere with the lighting near sunrise/sunset. However it is not being rendered in Quest1/Quest2.

I’d like to know if this is an isolated case on my end or is this really not working at all.

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**Author:** ![Weirdly\_Strange](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/weirdly_strange/32/88710_2.png) [@Weirdly\_Strange](https://forums.unrealengine.com/u/Weirdly_Strange)\
**Post date:** [September 1, 2021, 5:29am UTC](https://forums.unrealengine.com/t/sky-atmosphere-in-vr-not-working/235005/2 "2021-09-01T05:29:11Z")

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I was able to get it to work only if I created a material that intercepts the sky data and displays it on a mesh with the **Is Sky** setting. It was described in [Unreal’s walkthrough](https://www.youtube.com/watch?v=SeNM9zBPLCA&t=565s) of it but not as something required for Quest or VR.

My guess is that the default SkyAtmosphere combines a mix of depth fog effects with a flat infinite background gradient, and one or both isn’t working with VR, or maybe it’s that he result is displayed entirely through a medium (like fog) that isn’t enabled. The material node that samples SkyAtmosphere (and BP\_Sky\_Sphere) might either be presenting the data in a better form (on a solid mesh) or skipping the bad calculations (depth/fog stuff).

Really just making the explanation up in the absence of a better answer. If you still need a way around this, make an Unlit material, set it to **Is Sky** , assign SkyAtmosphereViewLuminance to its emissive, and assign it to a SM\_SkySphere in your map.

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**Author:** ![EthanFilms](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@EthanFilms](https://forums.unrealengine.com/u/EthanFilms)\
**Post date:** [February 28, 2022, 12:41am UTC](https://forums.unrealengine.com/t/sky-atmosphere-in-vr-not-working/235005/3 "2022-02-28T00:41:24Z")

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I am still having this issue

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**Author:** ![Zarsky](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Zarsky](https://forums.unrealengine.com/u/Zarsky)\
**Post date:** [January 17, 2023, 9:52am UTC](https://forums.unrealengine.com/t/sky-atmosphere-in-vr-not-working/235005/4 "2023-01-17T09:52:07Z")

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Based on this [thread](https://forums.unrealengine.com/t/ue-5-1-vr-sky-atmosphere-is-black/692141/15) the problem seems to be forward shading not supporting the SkyAtmosphere, which pretty much makes the whole system unusable for stand alone VR. ☹
