How does one get a reflection effect on a cubemap without mirroring?

I am creating a portal system for my game that uses 3D spheres for the portals. I have taken a scene capture cubemap at one of the portals and had it converted to a material to be used on the other portal. It has the visual effect that I intended, except that everything is mirrored. After some looking around, I figured out that the issue is the ReflectionVectorWS node in the material. I tried modifying it with other nodes, but the only ‘fix’ I found made it so that it appeared as a completely flat circular window instead of a sphere.

Here is a picture of the material blueprint. If you look at the platform in the preview, there is text that appears normal in the actual game.

What I want to know is whether or not I can modify the reflection vector so that it maintains its 3D effect while removing the mirror effect, or if there is some other way to accomplish this effect…

Until I have a solution, I will be using the workaround of flipping the player around when using the portal.

So, to any future people out there who want to use this idea, I just found the workaround I needed. The solution was to use 2D scene captures instead of cubemaps, and rotate the camera and the mesh based on the player’s relative location.

For anyone who comes across this in the future, if you want to view/sample a cubemap with a non-reflected perspective, you can subtract the camera position from the pixel world position to get the appropriate vector.

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