convert_hdri_to_cubemap
Converts longlat-projection HDRI textures to cubemaps for use in Unreal Engine SkyLight's SpecifiedCubemap slot.
Instructions
Convert a longlat-projection HDRI (UTexture2D) into a UTextureCube so it can drive a SkyLight's SpecifiedCubemap slot. SYNTHETIC bridge-side handler. Pipeline: spawn an inside-out sphere with the HDRI as an unlit emissive material, capture it with a SceneCaptureCube into a TextureRenderTargetCube, then materialize the static UTextureCube via RenderingLibrary.render_target_create_static_texture_cube_editor_only. Temp render-target + temp material + temp actors are cleaned up before return. Closes the 23rd HANDOFF note's HDRI cubemap parked item.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| hdri_path | Yes | UE asset path of the source longlat UTexture2D (must start with /Game/), e.g. /Game/Marketplace/HDRI_Venice_Sunset. | |
| dest_path | No | UE package path for the new cube. Defaults to the source HDRI's folder. | |
| dest_name | No | Asset name override for the new UTextureCube. Defaults to <source_basename>_Cube. | |
| cube_size | No | Square face size in pixels for the render target. Range [16, 8192]; powers of two recommended. Default 1024. | |
| compression | No | Texture compression preset. One of TC_HDR (default), TC_HDR_COMPRESSED, TC_HDR_F32, TC_DEFAULT. |