Sorry if this is the wrong place, but this is the first time I’ve ever been so stumped to feel like I need to reach out to the community for help, So I’m a tad out of my element.
I’m using the “Concept Art Shader Pack” (this one here) and I am trying to get the “Painted Sky” shader to have its texture be world aligned, or to not move with the camera when I look around.
This is how it currently looks:
As you can see the sky seems locked to the camera rather than being aligned to the world space, and this is making it impossible for me to get certain shots/angles for my different scenes, especially if they have a harsh upward or downward view.
I have changed very little from the original texture/material instance, but as far as I can tell the changes haven’t removed the original issue, just narrowed down its location.
This is the Material Instance blueprint as I have it:
And yes, the issue still persists with the other 4 shaders shown in the video being turned off.
Any help would be greatly appreciated!
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Can you clarify something?
When you move the camera, the cross-hatching on things moves around. You can probably get that to stay still with world alignment.
But it sounds like you want the sky to move around when you move the camera like that. Is that correct?
I actually want the sky to stay still, i dont mind if the hatching moves or not as its only applied to the darkest of shadows so even tho it moves, its coverage is fairly limited.
But the sky needs to stay still as its an issue. I have a couple shots/angles im trying to get that involve looking down or up a slope, and its strange when i look up hill and the skyline is angled up as well rather than being level like an actual skyline.
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Ok, the sky looks like it’s staying still from here 
It’s just a sphere in the world, right. It’s not in the player, or something…
Im not sure what you mean by the sky looks like its staying still? in the video from the first post I’m looking around the level and the sky is staying perfectly locked to the camera so that the background/sky is moving with the camera instead of staying locked to world space.
I’m wanting it to be so that when you look up and down the skyline doesn’t move with the camera but instead stays where it is like a skyline should.
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and neither I believe, the shader pack I’m using draws the background as a shader to make sure it doesn’t get overwritten by the other shaders. If I don’t use the “Painted Sky” shader then the background is just solid white. So It is neither attached to the player or part of any physical instance other than the shader object that is drawing the shaders.
I think maybe we’re at cross purposes, I just watched it again, and the sky is not moving 
My apologies, I think I may have misunderstood your original “confirming” question.
I want the sky to remain local to the world space, but not to the camera. Like if you were to go outside and look around, the sun and clouds dont stay centered to where you are looking, you would be able to look around and see other parts of the sky.
I’ve tried using a world aligned node in the screenshotted code, but despite my attempts the background either comes out pure white, or gets applied stretched accross every surface individually instead. But I honestly could just be making a dumb user error on its implimentation there.