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How can I create a portal in UE4?

Any idea where I'd start? I know in UDK I'd be using a UTPortal, but I cannot find a similar thing.. I feel like I'm on my way with a Texture Render Target, but I can't seem to find anything on it :P Any hints of how I'd go about this would be amazing.

Thanks, Litruv

Something similar: alt text https://www.youtube.com/watch?v=_HFu-ZuoGjI

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asked Mar 25 '14 at 02:38 AM in Using UE4

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I asked a similar question two days ago and I'm still waiting for an answer. Coming from Unity, I was able to do this with a Depth Mask shader that allowed me to draw the output of a second camera, bound to player inputs, to the portal 'surface'. See my forum post here for the outline of what I had done: https://forums.unrealengine.com/showthread.php?739-DepthMasks-and-Portals

I have not recreated this in UE4 yet, though I've been banging my face rather vigorously into my office wall trying over the past few days. Here's a few 'solutions' I've been toying with, though I hate them:

  • RenderToTexture via SceneCapture2D (as you know).

  • Post Process tasks. You can place a Post Process task volume and set the blendable to be the output of the SceneCapture2D object, basically binding the player's camera to another camera elsewhere. This is just a little gimmick I came across and I've not perfected it. May be a dead end.

  • If you're not worried about the cube functionality shown in your video and just want to have doorways, you can use an activator volume to teleport them when they're within 'range' and duplicate the scene at both ends, then have an activator at the destination to send them back.

I'm considering delving into code and probably will to see if I can get around this issue. If I get a better solution, I'll update you. This is a pretty annoying thing to be lacking and is crippling my project, so hopefully someone has a solution. Hopefully something in my answer helps.

Best of luck. - Justin

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answered Mar 26 '14 at 12:58 AM

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