I can’t for the life of me figure out why this is happening. I’m using the SM_SkySphere mesh from the engine and applying a texture to it for a space background. It appears that no matter how I affect the UV parameters in a TextureCoordinate panel in the materials section, I can’t avoid having a “horizon” where my texture is mirrored.
I havent checked the skysphere and its material but it looks like the sphere was UV mapped like that so there is nothing you can do about it in the engine. You can however create and UV map a new one in a couple of minutes in your modeling program.
I think it was already accepted until you posted this, but you can still do that. There should be a tick box of some sort under down vote arrow that lets you accept the answer. It is ok if it isnt there though, since this thread still appears on the list as Resolved anyway.