How to Create Portals in Unreal Engine | Creating the Visuals

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This is my first video guide on how to recreate portals in Unreal Engine 5. This will focus on how to create the visuals, and in future videos I will recreate the physics behind portals. If you have any questions, feel free to comment below and I will try my best to help you out!

Useful Links:

Useful Links for learning more about Portals:

0:00 - End Results
0:15 - Project Settings
0:40 - Portal Blueprint Setup
7:40 - Updating the Portal Camera
14:45 - Fixing Motion Blur
15:30 - Fixing "Banana Juice"
18:45 - Fixing Visuals for Screen Resolution Change
21:15 - Final Results (For Visuals)
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KNOWN ISSIES AND FIXES:
PACKAGING ISSUES: If you have issues with the portals not correctly displaying when you package the game, adding a 0.01 or 0.1 second delay on your begin play node should fix the issue. Sorry for not catching this before putting out this video. If I figure out why this occurs, or a better fix for the problem, I will post it here, but a small delay should fix any issues you have. Sorry about that!

VERSION 5.3: If you are using version 5.3, they changed how the player camera FOV works, which breaks the effect depending on your aspect ratio. You can fix this by selecting your player camera, and enabling the "override aspect ratio axis constraint" setting, then double check that it is set to "Maintain X-Axis FOV"

SquaredDev
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This tutorial is the good stuff. Everything is clean and makes sense even without narrating. Thanks ❤

slimmertrimmer
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Thank you so much for making this! Love straight forward tutorials like this. Looking forward to the physics video!

cup_of_water-svtk
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Absolutely brilliant work. Done in clear and concise manner, no messiness - fabulous stuff mate! About the only thing that would have taken this from a 10/10 to a 12/10 would be just additional comments explaining certain aspects, but otherwise great stuff!

From my understanding we are creating and then applying a dynamic material to the plane of the "portal" which is then fed an image of the gamespace (the render target 2D), from there its about transposing various transforms in relation to Portal A, Portal B and the Player's Camera to create the illusion of peering into a different space.

Again, superb stuff, and thank you very much for this tutorial! My brain starts bluescreening whenever facing Inversed Transforms so its nice to have someone else do the maths for ya so to speak c:

ExistentialPineapple
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This is incredible, thank you! I really am struggling to get it wrking in VR though. I believe I understand the principles, that of rendering it twice, to each eye I think? But I haven't a clue how to make it happen. Would there be a chance of a tutorial for how to get it working in VR at some point?

oliacym
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thank you so much for making this tutorial. also, thanks for leaving that comment about the 5.3 fix, it really makes a difference.

jasonmcdonald
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Best tutorial on youtube man, thanks. Clean, reusable and adjustable to personal needs.

maku
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Thanks for this tutorial!

I got it basically working, am on the 2nd video. Question, my portal view looks a bit strange, like the shadows are a bit off, and the colors look strange, not sure if you had any general advice?

Could it be some post effects or lighting issue? Any tips even if the are vague are helpful!

iliketowatchducks
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This tutorial is amazing so far! I am stuck at the visual at 7:30 as my doors only show the Portal_MAT texture. I've gone through and double and triple checked all of my code and project settings up to that point so not sure what else to do. I am working in Unreal 5.2. Thanks in advance!

henrywallace
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Using portals for a cinematic and this tutorial works pretty well overall, just have to pay attention to a few things (FOV, clipping, attaching actors to the portal so keyframes are relative). Cine cameras handle FOV differently so unfortunately I can't get them via player camera manager, have to set it manually. Also had to disable constraint aspect ratio on all cine camera actors as well. It works pretty well otherwise, it recognizes the active cine camera when using the camera cut track with no issue.

DessertMonkey
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FOR guys who making FirstPerson, if you have a problem with size of the objects in the portals, just set FOV of player to 90 and and FOV of PortalCamera to 100, it fits perfectly

khanlim
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It's kinda uncomfortable without any sound, should've put some lofi in the background or something xD

robbybobbijoe
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Great tutorial! I seem to be having some trouble with getting my "set clip planes" to work, as my cameras keep clipping out of bounds. Do you have any suggestions or ideas that might help?
Edit: rewatched the video, id forgotten to enable global clip plane reflections in project settings

findafishgaming
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My portals are slightly darker colored than my regular scene. Making it really obvious when you go through a portal. I've tried different AA settings but that's not it. Any tips?

daddydirkiedirk
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Thank you for this tutorial video it helps me a lot but I have a problem,
I am on UE5.0.3, I do not have the "Resize Render Target 2D" node how to solve this problem ?

RoshnyGames
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btw it screws up if you're a bit far and look away from the portal, you can see "behind" the other portal (if clipping, skybox)

Iamwhoiamifiammyself
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Super cool tutorial. You saved my day!

AnastasiaKasyanik
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It seems that if the portal is too close to a wall behind it, that wall will show when further away from the other portal. As soon as you are a certain distance, the wall is gone. And it shouldn't be the camera error. The camera is at the portal. But it's the same effect

mushmello
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If someone has issues that Portal looks like really warm air and it bends and blurs things inside it (while moving), what I did was go to project settings and change my Anti-Aliasing Method (In default settings! not mobile) to Fast Approximate Anti-Aliasing (FXAA), instead of Temporal Super-Resolution as it was before.

michaelbolshakov
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Awesome tutorial! Would love to see a vr compatible version at some point. ❤

cannedpopcorn