Trouble Implementing a Dynamic Skybox

Hello guys,

I am working on a project that allows the user to navigate a full scale solar system. The player can land on full size planets and explore ect. I ran into a small problem trying to create a dynamic skybox. To be more specific, I’m trying to set up two different render layers, one layer will be responsible for the skybox and the other for the players world. I currently have a workaround that has to do with changing the opacity of objects relative to the camera its rendering on (This Link is where I found the workaround). My question is, how could I set multiple rendering layers to achieve the effect I want.

Any ideas how I could get past this issue? Not being able to see a planet until its 5 km away makes it hard to navigate or see anything.

Gave up and switched engines. Things are working again, but it would of been nice to have this working on ue4.