Unreal Engine 5 uses an HDRI sky in two places: as the Sky Light cubemap that lights and reflects, and as the HDRI Backdrop that the camera sees. This page lists HDRI Hub's outdoor, indoor and space skies for Unreal, with the import steps, the .hdr versus .exr difference that matters here, the texture size limit, and how an unclipped sun saves you a second light.
















































Try before you buy: the free HDRI samples need no account and carry the same licence as the paid files, so you can check the setup above with a real file before buying.
For lighting without a visible backdrop, use a Sky Light instead: set Source Type to SLS Specified Cubemap, choose the texture, and turn on Real Time Capture if the level uses Lumen.
Unreal's importer turns a 2:1 Radiance .hdr panorama into a Texture Cube automatically. A 2:1 OpenEXR file imports as a flat Texture2D, which the Sky Light and the HDRI Backdrop cannot use. HDRI Hub delivers .hdr for skies up to HDR 141 and all sIBL sets, and .exr for skies from HDR 142 onwards, the domes and the space skies; the product page lists the format of each item. Two ways to use an .exr sky in Unreal:
Details on the two formats in .hdr or .exr.
Unreal's texture importer applies a Maximum Texture Size of 8192 px by default. An 8192 x 4096 HDRI loads at full size; the 10240, 14336 and 20000 px versions are built down to 8192 unless you set Maximum Texture Size to 0 on the texture (no limit) or to 16384. For a sky that only lights and reflects, 4096 x 2048 is plenty and saves memory. For a sky the camera sees directly in a cinematic, import the largest version and raise the limit; for a packaged game, stay at 8192 x 4096.
With an unclipped HDRI Hub sky the sun disc keeps its real brightness, so the Sky Light or HDRI Backdrop casts a hard shadow by itself. Lumen in Unreal Engine 5 picks the sun up from the cubemap as long as Real Time Capture is enabled on the Sky Light. If you prefer a Directional Light for shadow control, match its rotation to the sun in the HDRI and lower its intensity so the two do not double up.
The file is an .exr. Convert it to .hdr once and reimport, or use the flat texture in a skydome material as described above. A clean 2:1 .hdr always imports as a Texture Cube.
The texture was built down to 8192 px or a lower setting. Set Maximum Texture Size to 0 on the texture and reimport the largest version you own.
Yes. Assign it to a Sky Light with Source Type SLS Specified Cubemap and set the Sky Light's intensity low; reflections then come from the HDRI while a Directional Light does the shading.
It is a visualisation tool meant for stills and product shots in the editor and in packaged projects alike, but it projects onto one dome; for a large open level use a Sky Light cubemap plus a skydome instead.
More background: which HDRI resolution you need and HDRI skies for aviation renders.