I saw a post that describes what I’m trying to do.
I have a moon mesh that I put in the sky, however, it’s in front of the clouds. I saw a post on here than RyanB commented on saying
"I would do this by adding a separate mesh in the sky that is just a simple plane mapped with 0-1 UVs and the moon fitting to its extents.
Then you just need to set a “LightVector” for the moon. This can be any normalized vector to position it. Just normalize the vector and then multiply it by the length of the radius of your skydome (slightly less to avoid going behind the sky, or make it translucent and disable depth testing, either way). Then you need to set rotation using “make rotation from Z vector” and the z vector needs to be your light vector times -1. You may also want to specify either an X or Y vector to control the rotation of the moon itself. You can use “make rot from ZX” or “make rot from ZY” as they will both work depending on if you are specifying an up or side vector. Just make sure the Z is first so that it is prioritized.
Then you just scale the mesh accordingly.
You could also of course solve this using coordinates in the world in such a way that allows you to project the texture right into the sky dome but that method is a bit more advanced and relies on some transform math."
Now I’ve been trying to do this, but I’m so confused. I’m new to UE btw, but I can pick things up easily if explained a bit better and not as shallow.
I know I need blueprints, but light vectors, there’s so many and what do I plug into it to start? My minds is spinning!