How to dynamically swap skydomes at runtime in UEFN?
I’ve been trying to replicate what maps like GoodGamers’ Frontlines do — dynamically changing the skydome depending on the player’s location (space background on Death Star, binary suns on Tatooine, normal sky on Hoth/Scarif, etc.).
After extensive research, here’s what I’ve already ruled out:
- The Day Sequence Device doesn’t seem to allow toggling visibility of skydomes inside TODM
- The TODM Blueprint actor is NotPlaceable (inherited class flag), so it can’t be selected in the Outliner, bound in a Sequencer, or accessed directly from Verse so changing it’s visibility through a level sequence and a cinematic sequence device doesn’t seem feasible either
- There is no SetVisibility equivalent for Blueprint actor components in Verse that i have found
Any help appreciated — this has been an open problem for me for a while.