Day 25 — Custom Skybox Experiments & Lighting Exploration

Context

Today was focused on replacing Fortnite’s default skybox with a custom solution that better supports Island Crossing’s aesthetic—and eventually, a dynamic day/night cycle tied to real-world time. This work is foundational for atmosphere, mood, and visual coherence.


Building the Custom Sky Sphere

I created a large sky sphere and applied a custom material to it. The immediate goal was modest:

  • Hide the flat blue plane that appears beneath the horizon when using Curved World.

This alone makes the world feel more enclosed and believable.

Early Experiments

I tested several approaches for achieving a fully dynamic sky:

  • Custom shaders
  • Large textured spheres
  • Blended gradients
  • Material functions that shift color based on the time system

Each option solved a piece of the problem but not the whole thing. The biggest challenge right now is:

  • Achieving dynamic lighting changes that respond to real-world Date/Time
  • Keeping performance acceptable on a large enclosing mesh
  • Ensuring the curved world effect doesn’t break horizon blending

Current Status

Nothing is final yet, but I now have:

  • A functional baseline sky sphere that conceals the default horizon issue
  • A handful of experiments that may evolve into the full system
  • A clearer understanding of engine limitations around sky/lighting in UEFN

The long-term goal is still to match the real-time clock: morning light, sunset colors, night gradients—each reflected in the skybox and global lighting.


Summary

What I accomplished:

  • Built a custom sky sphere to replace the default horizon.
  • Implemented a temporary material to address visual seams.
  • Explored multiple approaches to dynamic sky and lighting.

What I learned:

  • Custom skyboxes are more complex under Curved World constraints.
  • Dynamic lighting in UEFN is limited and requires creative workarounds.
  • Even partial progress (hiding the default horizon) significantly improves world presentation.