Sky Installation Guide (UE 5.6) — 16K GLB / HDR / EXR
Beginner‑friendly steps to install a 16K GLB skydome (visual background) and to import/use 16K HDR/EXR for realistic image‑based lighting in Unreal Engine 5.6.
What you’ll accomplish:
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Add a GLB skydome for a beautiful 360° background.
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Light your scene using HDR/EXR via HDRI Backdrop or a SkyLight.
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Apply best‑practice import presets, fix common issues, and optimize performance.
A) Install a 16K .GLB skydome (visual background only)
Use this when you want a fast, high‑fidelity sky backdrop. Lighting will come from HDR/EXR (Sections B/C).
1. Import the GLB
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Open your project → Content Drawer → Add (+) → Import to…
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Select your .glb file → Import All.
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UE will create a Static Mesh and (if present inside the GLB) embedded Texture/Material assets automatically.
2. Create (or verify) the Skydome Material
If the GLB brought in a material, open it and confirm:
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Shading Model: Unlit
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Two Sided: Enabled
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Embedded texture feeds Emissive Color.
If you need to make a new one:
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Right‑click → Material → name it M_Skydome_Unlit → Unlit + Two‑Sided On; add a Texture Sample (embedded sky) → Emissive Color → Apply.
3. Assign the Material to the Skydome Mesh
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Open the Static Mesh (Static Mesh Editor).
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In Materials, set Element 0 = M_Skydome_Unlit (or the verified imported material).
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Set Collision Presets = NoCollision → Save.
4. Place and Scale the Dome
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Drag the mesh into your level.
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Details: Location X=0, Y=0, Z=0; Scale e.g., (1000, 1000, 1000) — increase for larger scenes.
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Press Play to preview.
If the image looks soft or you see a seam
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Open the imported Texture asset (from the GLB):
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Mip Gen Settings: NoMipmaps or Sharpen
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Address X/Y: Clamp
(Optional) Add a Multiply in the material before Emissive (e.g., 1.5–2.0) to brighten.
B) Light your scene with a 16K .HDR/.EXR using HDRI Backdrop (background + lighting)
Use this to get realistic lighting and a matching background from a single asset—ideal for look‑dev and product shots.
5. Enable once: HDRI Backdrop plugin
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Edit → Plugins → search “HDRI Backdrop” → Enable → restart if prompted.
6. Import the HDR/EXR
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Add (+) → Import to… → choose your .hdr or .exr.
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Open the imported texture and set:
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sRGB: Off (linear HDR)
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Compression Settings: HDR (RGB, no alpha)
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(Optional) Keep default Mip Gen unless you see banding.
7. Add HDRI Backdrop to the level
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Place Actors → search HDRI Backdrop → drag into the level.
Details:
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Cubemap/HDRI: assign your imported HDR/EXR
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Intensity: start 1.0–2.0
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Size: 10,000–20,000 (enclose scene)
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Rotation (Yaw): aim the key direction you want.
8. Exposure sanity check
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Add a Post Process Volume → Infinite Extent (Unbound).
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In Exposure, set Manual and tune Exposure Compensation if too dark/bright.
9. Reflections and lighting
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For Lumen: updates are immediate.
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For baked/legacy: add Reflection Capture (Sphere/Box) and Build lighting or Recapture as needed.
10. Quality notes
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Prefer .EXR for maximum dynamic range and cleaner speculars.
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Keep 16K masters; create 8K/4K working copies for iteration if needed.
C) Light your scene with a SkyLight (HDR/EXR lighting only) + your own background
Use this when you want physical lighting from the HDR/EXR but keep a custom background (GLB dome, fog, matte painting).
11. Import the HDR/EXR (as in B‑2)
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Set sRGB Off and Compression = HDR.
12. Add/Select a SkyLight
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Place Actors → SkyLight (or select existing).
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Details: Source Type = Specified Cubemap; assign your HDR/EXR (UE may create a TextureCube — accept).
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Intensity: begin at 0.5–2.0 to taste.
13. Refresh reflections / lighting
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Toggle Real Time Capture (costly) or click Recapture.
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With Lumen on, highlights respond immediately.
14. Combine with your GLB
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Keep the GLB skydome visible as background.
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Let the SkyLight provide illumination and reflections.
UE 5.6 Import & Asset Presets (Recommended)
Apply these once, then use as a checklist:
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GLB Static Mesh: Collision = NoCollision; Keep Normals; Import Materials = On; Two‑Sided in sky material.
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Skydome Material: Shading Model = Unlit; Two Sided = On; Emissive = Texture (optional Multiply for brightness).
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HDR/EXR Texture: sRGB = Off; Compression = HDR (RGB, no alpha); Mip Gen = Default (or test Sharpen if banding).
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HDRI Backdrop: Intensity 1.0–2.0; Size 10,000–20,000; Yaw for sun direction.
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SkyLight (Specified Cubemap): assign HDR/EXR; Intensity 0.5–2.0; Recapture after big changes.
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Post Process Volume: Infinite Extent (Unbound); Exposure = Manual; adjust Exposure Compensation.
Which path should I use?
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Fastest pretty background (no extra setup): GLB only (Section A).
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Realistic lighting + matching background from one asset: HDRI Backdrop with HDR/EXR (Section B).
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Custom background (GLB/atmosphere) + physical lighting: SkyLight with HDR/EXR (Section C).
FAQ
Q: Do I need JPG/PNG assets?
A: No. Your GLB, HDR, and EXR contain everything you need. The GLB’s embedded textures import directly into UE.
Q: Should I always use 16K at runtime?
A: Keep 16K masters for final rendering. For iteration or real‑time performance, create 8K/4K down‑res copies.
Q: EXR vs HDR — which is better?
A: EXR generally offers cleaner highlights and wider dynamic range. Use HDRI Backdrop or SkyLight with EXR for best results.
Q: My sun direction is wrong. How do I rotate it?
A: Rotate the HDRI Backdrop (Yaw) or rotate the SkyLight’s capture (using a rotated cube or by re‑authoring HDRI orientation).
Q: Can I mix GLB backdrop with HDRI lighting?
A: Yes. Keep the GLB for visuals (Section A) and drive lighting with a SkyLight or HDRI Backdrop (Sections B/C).