[SM5] (Node TextureSampleParameterCube) ParamCube> Requires TextureCube

I’m building a skybox from scratch using this video:


It works if I use the default loaded cubemap from UR4.
However, as soon as I put my own, I get the following error:
[SM5] (Node TextureSampleParameterCube) ParamCube> Requires TextureCube

I googled for an answer, and so far I have not find how to solve this.
I tried several cubemaps, and any of them work.

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I too am encountering this same issue, after following tutorials for this. :frowning:

I have not found the solution yet

Well, last night I found a solution that worked for me… But I had to stop using that Nvidia cubemap generator, since I couldn’t get that working, and I couldn’t get Spacescape to export to the right format, so that the sides of the cube actually lined up.

I finally had to get AMD’s CubeMapGen program, and Manually import all 6 files onto the right sides of the cube/sphere in that. Actually didn’t have to do much rotating at all, then just saved as a DDS with that.

For some reason, UE4 seems to have better luck using the CubeMaps from the AMD tool, at least for me. It imported into UE4 perfectly, and it worked fine with the material script you posted above (tho I didn’t need the divide node).

Also, I had to tweak some of the color settings of the Cubemap in UE4 to make it look right, color wise, but that didn’t take too much playing around.

I think I have a solution for you.

Check the file format for your image. If it’s not a .dds or a .hdr, unreal might not read it as a texturecube. At least those are the 2 that I noticed work.

Just resave the file in hdr and it should work (worked for me).

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Thank you! It’s worked!

I used this image converter and worked fine for me, just change the image format to .hdr

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amazing! thank you, it worked!

I found a solution here. In Material Editor, Texture Smaple, connect a new UVs = BoundingBoxBased. Works.

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Thank you so much!

it works tysm!