Just getting back into Unreal (been using unity lately ,but want to get back into unreal)
I have a HDRI skydome of a beach/cliff area that I have setup in a sky light for my main ambient light, and also a sky sphere using the Material SampleParamaterCube. With linear colour input. This ismy default dome BG
I want to us the same image (Actually Iwill add some alphas to cut out areas soon) as a static projection on some geo I will buld for the geometry (some basic poly card geo). So this will give the env a little 3d shape as opposed to fully dome like.
I cant work out what combination of material nodes to use. If I just use cameraWS it redraws based on the player camera.
I wan to specify a source/static camera that never move and projects onto the geo. I’ll place this camera roughly where I shot my dome, and build up layers of geo around it to give a 3d space.
SO the question is…how do I setup that material with a static location for the source camera. So that when the player camera moves the texture does not move with it.