How is the skysphere related to the skylight when capturing for a cubemap?

The skylight basically captures everything past a certain distance and incorporates that into the lighting. Your “inner” skysphere is too “close” to be picked up by the skylight. You can tweak the distance using the Sky Distance Threshold variable on the skylight.

I’m experimenting with an unusual scene for a science fiction look. I want to have 2 skyspheres, one that’s normal and smaller than the default skysphere, and another that’s larger, farther away, and darker.
I can get the look that I’m after, but when I Recapture for a cubemap for the SkyLight, it seems to ignore the smaller, normal sky, and captures the one that’s far away and dark. This messes up my fill light. (Gets too dark)

Is there a way to flag an object (like the far away skydome) and tell it not to be “seen” by the capture?

I’ve even noticed that when I scale the skysphere mesh down in size and recapture, that gets too dark too.

Is there a way to force the capture for the cubemap to see or not see specific objects in the scene?

Thanks! I’ll check out that threshold setting.
Is there any way to exclude some of the things that are off in the distance if I don’t want them to be captured?

Not exactly, but you could create your own cubemap that excludes those actors. Create a Scene Capture Cube Map Actor, assign it a render target texture, assign that render target also to the SkyLight as its cubemap, and then add your excluded actors to the SceneCaptureCubeMapActor’s array of HiddenActors.