So many problems making a skybox

Thank you for the suggestion. I did follow that technique and made a skybox class blueprint that looks like this:

Then I create a skybox Material as shown above. The tutorial I’m watching suggested bringing in a dds file,and then creating a material like this:

The process being to create a float3vector, connected to a ReflectionVectorWS node, followed by a TextureSampleParamaterCube, and eventually putting that all into the emissive color input of my SkyboxMaterial that I created.

This doesn’t work, and I get the error that “(TextureSampleParameterCube) ParamCube> requires TextureCube” which I take it to mean that the jpg I loaded in as a parametercube is not valid, and I need the proper .dds format. So with that, I get rid of all of those things and I just load in a TextureSample with my JPG as shown in the screenshot from my first post.

This gets a texture on the sphere, but it’s mirrored. The material does indeed have collision turned off and is two sided.

I scale the texture way up like you suggest but the problem is that I need the total image to wrap all the way down around the sphere. Instead what I am seeing is it is repeated once on the top hemisphere and once again on the lower hemisphere, so even scaling it gives me that distinct “horizon line” that I want to avoid.

As an alternative I also tried to load in all kinds of .dds files from well known programs like SpaceScape, but UE4 will not load and of these .dds files.

I just don’t know what do do here… I’ve been trying for days.