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"
For anyone wondering why the package issue is happening - it's because viewport is not ready yet when BeginPlay() event start firing for first time, causing render target to fail being created when viewport returns zero width and height. This will probably not be an issue if you have a different level load first (e.g. main menu).
Hi i added the delay node but now get blueprint runtime errors? : Blueprint Runtime Error: "Accessed None trying to read property Portal_RT". Node: Branch Graph: CheckViewportSize Function: Check Viewport Size Blueprint: Portal_BP
@@AaronAway someone made a comment with that exact same problem. another person replied saying adding a delay of 0.01 secs to the Event Tick made it work. i did it and it still shows me errors but it worked just fine for some reason. Edit: Got it to stop showing me errors as soon as i made this comment! My solution was putting a Delay of 0.01 seconds on both the BeginPlay and the Event Tick. I had a delay of 0.1 on the BeginPlay, maybe it didn't get the references while the delay was actuating? anyway, it works now! try and see it for yourself
@AaronAway @Nutyous a more elegant way of fixing the problem is adding an "is valid" node to `Portal RT` in the function `Check Viewport Size` before the branch.
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!
I've run into this same issue but upon rechecking the code on PortalBP it seems like i accidently took "Create render Canvas 2D" instead of "create render target 2D". Upon redoing it, it fixed this issue. I hope it helps :)
Sadly, no@@SkemmiesGaming. I did click the correct create render target 2D and the code simply isn't working correctly. Knowing me its something simple I missed but as of right now I'm just confused tbh
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:
Thank you! I actually initially recorded this video with the goal of doing a voiceover explanation to help people understand while following along, but as I'm still new to this, I couldn't do it well without it being distracting. Maybe in the future I will revisit and do a nice explanation as it isn't too crazy once you understand it. And ya that's exactly right on how it's done. My brain bluescreened when figuring out how to do recursive portals for the first time haha
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 ?
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
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?
If you're getting an issue where the render targets aren't up to date (e.g. previous actor positions, like the portal frames themselves, being rendered multiple times and/or in their previous positions) set your Play mode to New Editor Window PIE. My uneducated guess is it has something to do with how the Unreal Editor caches actor positions for its undo history.
Are you running it in standalone mode or a packaged game? One thing I found out after this video, is that you need to add a short delay on the event begin play inside the portal BP. a 0.1 second delay should be enough. I didn't run it in standalone mode when I created this video, so I unfortunately didn't catch that soon enough. Let me know if that fixes your issue
Thank you so much for this very helpfull tutorial. I have a problem with the portal. The portal camera is a little off, it seems that it is slightly to the left and i see half of the door frame and the other half is the right side of the door frame. It is not aligned in the middle where it is in your video. I hope you can understand what i mean. Do you know what problem i have with my portal? Thank you in advance!
Hmm, I would guess the most likely situation is that some math is wrong somewhere inside your "UpdateSceneCapture" function. I would start there first and just double check everything. If thats all good, it could have something to do with how you placed the components inside your blueprint. You might want to double check everything is centered around the x and y origin in your blueprint, including that forward direction arrow. If they aren't all centered around 0,0, that could be causing that camera to be slightly shifted to the left or right. If that is also not causing any issues, let me know and I can check what else could be causing that issue!
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!
The only thing with VR is that you need to ignore changing the shadow maps, there might be some weird shadow stuff through the portals I haven't gotten any on my environment, it's working perfectly, although my environment isn't exactly standard so results may vary
@@boopenthusiast Thats Awesome! I tried it out but I used 2 cameras for the stereo rendering and i had trouble setting the resolution as the headset moves. Am I super overdoing it or is that necessary?
@@cannedpopcorn3644 Ah donkey balls, I was just testing out on my personal vr simulation while I built the portals, just tested it in actual vr and goddammit it don't work right. I believe you are doing it right, if you find a proper solution, please let me know
@@boopenthusiast Did you change anything in the project settings or the camera/Portal Camera? I followed the tutorial exactly, but when viewing in vr, the portals are stretched and look wrong when tilting the head.
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
Sounds like there is something wrong with the clipping planes. Is it a similar issue to what you see at around 15:30 in the video? If so, I would double check your "Set clip planes" function that the math is all right. Or do you mean the portal is almost flush with a wall, and the wall sometimes clips through the portal plane?
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.
I'm trying to use this for a cinematic as well. Fairly new to Unreal but i've got pretty far. How do you set it manually? Any thoughts would be greatly appreciated. Thanks
Thank you for this tutorial! But I am stuck at 9:48 because my event graph does not show 'get player camera manager' as a 'Game Class', but only shows 'get player camera manager' as a class 'parent controller'. This is causing the blueprint to not compile. Do you know a workaround for this! I would love to include this in Myoka: First Person View! Thank you!
Great tutorial! Is there a way to make it work in editor mode rather than in a game mode? Maybe it is a newbee question, but I tried to go with "Event tick" and still it is working only in play mode.
Thank you for this tutorial ! Have you an idea to take in consideration the field of view of the camera because i have set the FOV to 50 but it makes the plane texture weird
Oh yeah. I debated adding a fix for that in the video, but didn't know if it would be a common enough issue for anyone would run into. Sorry about that! It should be a pretty simple fix though. If you are always going to have it set to 50, you can select the scene capture component inside the Portal BP and there is a setting for "Field of View" that you can switch to 50. If you plan on dynamically changing the FOV, its just a bit more complicated. In the event tick for your Portal BP, you need to get the player camera manager, and off that get "GetFOVAngle". Test to see if that is equal to the scene capture component FOV, and if not, update the scene capture FOV to be the same as the player camera. Let me know if that works or if you have any issues!
Great tutorial. I'm noticing the portal tends to move incorrectly when the player looks up and down, and if im further away, the camera will go through the floor. I've checked my code a hundred times but can't seem to figure it out 🤔
Everything logic wise for updating the portal camera should all live inside that Update scene capture function, so I would just do another run through and make sure that logic is all good. Sorry I'm not of much help since I cant see exactly what the issue looks like. Does the portal camera sometimes look right, or is it always wrong? Can you tell if it's the position of the camera that is wrong, or the rotation of the camera, or both? I imagine the issue would have to live inside that function somewhere
@@SquaredDev So, I downloaded your project, and migrated your portals into mine and have the same issues. I'm running through trying to debug now. Basically, first off if i walk far away from the portal, its as if I can see through the floor towards the bottom of the portal, also, if I stand in between them, I get distortion where I can see the doorway in the middle of each portal. I tested your project with my character and that didn't fix it, so now im migrating your project settings to my project to see if its something in there. Idk if you have discord or an easier way to communicate, but ill happily show you whats happening. Thanks for your time though Edit: yea no migrating your project settings didn't fix it either. So weird. Idk why its working in your project but not mine. Especially now that there is basically no difference.
@@SquaredDevYea so idt this is a problem from your end. After closing your project and reopening it, it now has the same issue for seemingly no reason. Very perplexing. Guess ill verify my engine install
@@TylerSerinoWow that is strange. I'm really not sure at all what would be causing something like that to happen... I don't currently have discord, but I'll get it today as I've been meaning to for a while anyhow. I'll let you know when I do, but I'll try and check through my project and make sure there isn't possibly some strange limitations with it. Very weird.
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
Hello, Im noticing that my portal has a small delay where if i move my camera too fast you can see it clipping through planes. Do you know how to fix this? Its been bothering me for a couple of weeks.
Hi! Thanks for this (awesome) tutorial! I've just a plane render error (I see a "transparent" frame at the top and something wired at the bottom). My project is a FPS so if you have some advices to fix this.. ;) Thanks!!
I have a problem with the scene capture being slightly darker than the viewport image. I think it might have to do with RT and lumen... anyone know why?
At the very end I'm getting "Blueprint Runtime Error: "Accessed None trying to read property Portal_RT". Node: Branch Graph: CheckViewportSize Function: Check Viewport Size Blueprint: Portal_BP". I've checked thrice and i have the same as you. :(
There is a better fix for this error. Just create a isSet bool and set it to true after the Set Clip Planes in Begin Play. In Tick you check first if isSet is true. Only then do the rest.
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.
You probably used something else instead of inverse transform direction when using the break rot into axes node at 12:31 . Like inverse transform location or rotation (I had this problem too and figured it out)
Hello! Have problem with capturing scene - for some reason capture camera shifts the picture when you rotate the character's camera, even when standing still. At the same time, the portal frame also shifts. UE 5.2
Thanks for the amazing tutorial! But I'm facing some problemsTT Everything was right when I'm using First person. But when I try to test it in VR, the door looks like a big blurry version of "Texure" in material. And it shows the error mesage: "Blueprint Runtime Error: "Accessed None trying to read property Portal_RT". Node: Branch Graph: Check Viewport Size Function: Check Viewport Size Blueprint: Portal" Any idea what's happening or any solution? Thanks for advance!
Hey there. Just had the same issue. Solution that i used is to create a isSet bool and set it to true after the Set Clip Planes in Begin Play. In Tick you check first if isSet is true. Only then do the rest.
@@polaris.0332 I solved the error mesage by following your tips, thanks!! But I faced another problem here: I think two eyes renders different view(maybe different directions), so when I look through VR, the images looks really strange when merged together. Don't know if you've met same situation or not?
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?
@@autist1cvoice Well im using the horror engine marketplace asset and it seems that its doing some post processing somewhere that is not picked up by the camera for the portal. I haven't found a fix yet though
@@MartinBerge-p7q I think its horror engine custom camera. As in the video he adds basic camera from UE5, the pictues that sees player with HE camera is different. So you need to attach horror engine like camera to portal or make options same as HE camera
@@MartinBerge-p7q In the hrror engine there seems to be some post processing going on which seems to cause the issue. I haven't looked into it futher though
Need Help!!! When my character goes up to the plane the scenecapture for some reason gets blurry any thoughts on how to make it not blurry? I also have the post process in the scene with motion blur settings to 0 and infinite extent checked
First thing I would double check is your anti-aliasing method in your project settings. The default method of TAA does not work well at all with portals. Switching it over to FXAA makes it much cleaner. If you already have that set, you can try disabling motion blur in the project settings and see if that helps. If not, you could also double check your player camera to make sure you haven't overruled the motion blur settings for that camera. let me know if any of that helps or not!
@@SquaredDev It works!! I already had the fxaa on, so it had to be the camera like you said. I deleted the camera and re added it. Now it works. I just need to figure out why the screencapture shadows are darker than the environment shadows
Not with this implementation, but that functionality could be added. By making the functions a bit more generic, you could extend teleporting functionality to pretty much any object. The tough part would be that you would have to create clone objects whenever other objects teleport through, otherwise it will look like they are cut in half when halfway through the portal. I have a link in the description of a video from some of the Portal developers talking about that and other problems they had to solve with their portals, that might be able to help some.
Even with the added delay & FOV fix, the portal's camera does not work anymore, and only displays the white texture :( At least for me. Update: nevermind, the engine was buggy. I had to restart it, then it worked!
Hmm. A few other things I've seen that can affect the quality of the portal is anti-aliasing. Make sure you are on FXAA, as that seems to work best with the portals. Also check to make sure you are setting the portal tick group to post update work on begin play, as that can fix a one frame lag on the portals. If all of those are already set, I would just triple check everywhere motion blur can be turned on. If you have a post process volume, check the motion blur on that, as well as the player camera motion blur setting, as well as the scene capture motion blur setting. To be absolutely sure it isn't blurring, you can type in the console command r.MotionBlur.Amount 0 to override any possible setting you have. If you still have blurring, let me know and I can try to see what else could cause that
I would like to subscribe to your Patreon to have access to the content, but when I have to subscribe, a message appears saying that the owner of that Patreon has blocked new subscriptions
@@TheGreatKawaiiOne I fixed it eventually, I hadn’t connected a node and there was something else I did not hit “make editable” on partway thru the tutorial. I also didn’t connect the two portals to each other. You may not need the delay at all
Sorry, I'm a bit confused by the question. Are you talking about what it looks like around 7:30? That's what it looks like before you start updating the Portal camera location. That's just a quick check to see if the scene capture is correctly being applied to the Portal Plane Material.
So after some time off, I tried again. All works, except the camera movement. The problem is, it works fine, but when you turn around, the portal looks weird, it clips through the floor, it doesn't look like a window: ruclips.net/video/NBExBmhxvDg/видео.html This was made with a different tutorial, but it has the exact same effect
@@mushmello526 @veltmanflorian solved it, since i cannot link his comment: I solved it on my end, idk if this is useful to anyone else but on the game camera, toggling "Override Aspect Ratio Axis Constraint" appears to fix this issue for me.
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"
For anyone wondering why the package issue is happening - it's because viewport is not ready yet when BeginPlay() event start firing for first time, causing render target to fail being created when viewport returns zero width and height. This will probably not be an issue if you have a different level load first (e.g. main menu).
Thank god for that, thank you
Hi i added the delay node but now get blueprint runtime errors? : Blueprint Runtime Error: "Accessed None trying to read property Portal_RT". Node: Branch Graph: CheckViewportSize Function: Check Viewport Size Blueprint: Portal_BP
@@AaronAway someone made a comment with that exact same problem. another person replied saying adding a delay of 0.01 secs to the Event Tick made it work. i did it and it still shows me errors but it worked just fine for some reason.
Edit: Got it to stop showing me errors as soon as i made this comment! My solution was putting a Delay of 0.01 seconds on both the BeginPlay and the Event Tick. I had a delay of 0.1 on the BeginPlay, maybe it didn't get the references while the delay was actuating? anyway, it works now! try and see it for yourself
@AaronAway @Nutyous a more elegant way of fixing the problem is adding an "is valid" node to `Portal RT` in the function `Check Viewport Size` before the branch.
This tutorial is the good stuff. Everything is clean and makes sense even without narrating. Thanks ❤
Great tutorial! Just curious where the magic -3 value comes from at 17:45?
Thank you so much for making this! Love straight forward tutorials like this. Looking forward to the physics video!
thank you so much for making this tutorial. also, thanks for leaving that comment about the 5.3 fix, it really makes a difference.
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!
I've run into this same issue but upon rechecking the code on PortalBP it seems like i accidently took "Create render Canvas 2D" instead of "create render target 2D". Upon redoing it, it fixed this issue. I hope it helps :)
I've run in to this problem too, did you find a solution?
Sadly, no@@SkemmiesGaming. I did click the correct create render target 2D and the code simply isn't working correctly. Knowing me its something simple I missed but as of right now I'm just confused tbh
Put a .1 delay node after event begin play in the event graph of the portal bp@@henrywallace2320
Any news?? I'm having the same issue :/ @@henrywallace2320
Best tutorial on youtube man, thanks. Clean, reusable and adjustable to personal needs.
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:
Thank you! I actually initially recorded this video with the goal of doing a voiceover explanation to help people understand while following along, but as I'm still new to this, I couldn't do it well without it being distracting. Maybe in the future I will revisit and do a nice explanation as it isn't too crazy once you understand it. And ya that's exactly right on how it's done. My brain bluescreened when figuring out how to do recursive portals for the first time haha
It's kinda uncomfortable without any sound, should've put some lofi in the background or something xD
I hate that you are right
And I was like .. why my headset doesn’t work? 😂
Imagine pre recording times when any music have to be live. We wouldn't survive :D
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 ?
It works for me, but I want it to work with cine camera as well, so can you help me?
Super cool tutorial. You saved my day!
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
Ah, glad you were able to figure it out!
That fixed my issue too, thx both of you.
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?
If you're getting an issue where the render targets aren't up to date (e.g. previous actor positions, like the portal frames themselves, being rendered multiple times and/or in their previous positions) set your Play mode to New Editor Window PIE. My uneducated guess is it has something to do with how the Unreal Editor caches actor positions for its undo history.
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)
I can see the door frame when looking inside the portal
Is there a fix?
Just found the fix. You have to set the FOV of the player camera and the FOV of the Scence Capture Component 2D to the same value
At 7:30 it only displaying portal_mat texture
Are you running it in standalone mode or a packaged game? One thing I found out after this video, is that you need to add a short delay on the event begin play inside the portal BP. a 0.1 second delay should be enough. I didn't run it in standalone mode when I created this video, so I unfortunately didn't catch that soon enough. Let me know if that fixes your issue
Thank you so much for this very helpfull tutorial. I have a problem with the portal. The portal camera is a little off, it seems that it is slightly to the left and i see half of the door frame and the other half is the right side of the door frame. It is not aligned in the middle where it is in your video. I hope you can understand what i mean. Do you know what problem i have with my portal?
Thank you in advance!
Hmm, I would guess the most likely situation is that some math is wrong somewhere inside your "UpdateSceneCapture" function. I would start there first and just double check everything. If thats all good, it could have something to do with how you placed the components inside your blueprint. You might want to double check everything is centered around the x and y origin in your blueprint, including that forward direction arrow. If they aren't all centered around 0,0, that could be causing that camera to be slightly shifted to the left or right. If that is also not causing any issues, let me know and I can check what else could be causing that issue!
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!
any fix?
Awesome tutorial! Would love to see a vr compatible version at some point. ❤
I got it working with VR :)
The only thing with VR is that you need to ignore changing the shadow maps, there might be some weird shadow stuff through the portals
I haven't gotten any on my environment, it's working perfectly, although my environment isn't exactly standard so results may vary
@@boopenthusiast Thats Awesome! I tried it out but I used 2 cameras for the stereo rendering and i had trouble setting the resolution as the headset moves. Am I super overdoing it or is that necessary?
@@cannedpopcorn3644 Ah donkey balls, I was just testing out on my personal vr simulation while I built the portals, just tested it in actual vr and goddammit it don't work right.
I believe you are doing it right, if you find a proper solution, please let me know
@@boopenthusiast Did you change anything in the project settings or the camera/Portal Camera? I followed the tutorial exactly, but when viewing in vr, the portals are stretched and look wrong when tilting the head.
20:23
Is the resize render target 2d node exclusive to ue5? Im trying this on ue4 but can't seem to find it.
Im on ue5 and i also at 20:23 cant seem to find the node for resize render target 2d node
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
Sounds like there is something wrong with the clipping planes. Is it a similar issue to what you see at around 15:30 in the video? If so, I would double check your "Set clip planes" function that the math is all right. Or do you mean the portal is almost flush with a wall, and the wall sometimes clips through the portal plane?
I think he means the portal is almost flush with a wall, I have a similar issue (I double check the Set Clip planes function too xD)
@@lmastrayed6006 same here
Hello thank you for the tutorial its so good!! i wanted to ask if this could be applied to Different levels??
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.
I'm trying to use this for a cinematic as well. Fairly new to Unreal but i've got pretty far. How do you set it manually? Any thoughts would be greatly appreciated. Thanks
Dude. Can you tell me how did you do it? I'm trying to make it work for cinematic as well. Please check out your youtube notifications😄
Thank you for this tutorial! But I am stuck at 9:48 because my event graph does not show 'get player camera manager' as a 'Game Class', but only shows 'get player camera manager' as a class 'parent controller'. This is causing the blueprint to not compile. Do you know a workaround for this! I would love to include this in Myoka: First Person View! Thank you!
Yo I’m using a c++ player controller how do I find / make a camera manager
Great tutorial! Is there a way to make it work in editor mode rather than in a game mode? Maybe it is a newbee question, but I tried to go with "Event tick" and still it is working only in play mode.
Thank you for this tutorial !
Have you an idea to take in consideration the field of view of the camera because i have set the FOV to 50 but it makes the plane texture weird
Oh yeah. I debated adding a fix for that in the video, but didn't know if it would be a common enough issue for anyone would run into. Sorry about that! It should be a pretty simple fix though. If you are always going to have it set to 50, you can select the scene capture component inside the Portal BP and there is a setting for "Field of View" that you can switch to 50. If you plan on dynamically changing the FOV, its just a bit more complicated. In the event tick for your Portal BP, you need to get the player camera manager, and off that get "GetFOVAngle". Test to see if that is equal to the scene capture component FOV, and if not, update the scene capture FOV to be the same as the player camera. Let me know if that works or if you have any issues!
@@SquaredDev thank you very much ✨
Great tutorial. I'm noticing the portal tends to move incorrectly when the player looks up and down, and if im further away, the camera will go through the floor. I've checked my code a hundred times but can't seem to figure it out 🤔
Everything logic wise for updating the portal camera should all live inside that Update scene capture function, so I would just do another run through and make sure that logic is all good. Sorry I'm not of much help since I cant see exactly what the issue looks like. Does the portal camera sometimes look right, or is it always wrong? Can you tell if it's the position of the camera that is wrong, or the rotation of the camera, or both? I imagine the issue would have to live inside that function somewhere
@@SquaredDev So, I downloaded your project, and migrated your portals into mine and have the same issues. I'm running through trying to debug now. Basically, first off if i walk far away from the portal, its as if I can see through the floor towards the bottom of the portal, also, if I stand in between them, I get distortion where I can see the doorway in the middle of each portal. I tested your project with my character and that didn't fix it, so now im migrating your project settings to my project to see if its something in there. Idk if you have discord or an easier way to communicate, but ill happily show you whats happening. Thanks for your time though
Edit: yea no migrating your project settings didn't fix it either. So weird. Idk why its working in your project but not mine. Especially now that there is basically no difference.
@@SquaredDevYea so idt this is a problem from your end. After closing your project and reopening it, it now has the same issue for seemingly no reason. Very perplexing. Guess ill verify my engine install
@@TylerSerinoWow that is strange. I'm really not sure at all what would be causing something like that to happen... I don't currently have discord, but I'll get it today as I've been meaning to for a while anyhow. I'll let you know when I do, but I'll try and check through my project and make sure there isn't possibly some strange limitations with it. Very weird.
@@SquaredDev So, after digging, it would seem that it is because I was using 5.3. Everything works in 5.2. No idea why that would be, though
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
Hello, Im noticing that my portal has a small delay where if i move my camera too fast you can see it clipping through planes. Do you know how to fix this? Its been bothering me for a couple of weeks.
Hi! Thanks for this (awesome) tutorial! I've just a plane render error (I see a "transparent" frame at the top and something wired at the bottom). My project is a FPS so if you have some advices to fix this.. ;) Thanks!!
I have a problem with the scene capture being slightly darker than the viewport image. I think it might have to do with RT and lumen... anyone know why?
Thank you soo much
At the very end I'm getting "Blueprint Runtime Error: "Accessed None trying to read property Portal_RT". Node: Branch Graph: CheckViewportSize Function: Check Viewport Size Blueprint: Portal_BP". I've checked thrice and i have the same as you. :(
Adding a small delay of 0.01 seconds on event tick fixed this for me
@@AaelmfaoBDplays That fixed, thanks.
There is a better fix for this error. Just create a isSet bool and set it to true after the Set Clip Planes in Begin Play. In Tick you check first if isSet is true. Only then do the rest.
@@Sohneg Thankyou, this worked perfectly
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.
Thank you so much omg
It's literally the 2nd thing he does...
is antialiasing required for this?
when i try to do portal rotation, the player camera rotation only seems to affect the portal camera roll axis
You probably used something else instead of inverse transform direction when using the break rot into axes node at 12:31 . Like inverse transform location or rotation (I had this problem too and figured it out)
Hello! Have problem with capturing scene - for some reason capture camera shifts the picture when you rotate the character's camera, even when standing still. At the same time, the portal frame also shifts. UE 5.2
Oh, I found your answer to Neutromex about FOV - it helped. Thank you!
Tank you best video
Thanks for the amazing tutorial! But I'm facing some problemsTT
Everything was right when I'm using First person. But when I try to test it in VR, the door looks like a big blurry version of "Texure" in material. And it shows the error mesage: "Blueprint Runtime Error: "Accessed None trying to read property Portal_RT". Node: Branch Graph: Check Viewport Size Function: Check Viewport Size Blueprint: Portal"
Any idea what's happening or any solution?
Thanks for advance!
Hey there. Just had the same issue. Solution that i used is to create a isSet bool and set it to true after the Set Clip Planes in Begin Play. In Tick you check first if isSet is true. Only then do the rest.
@@polaris.0332 I solved the error mesage by following your tips, thanks!!
But I faced another problem here: I think two eyes renders different view(maybe different directions), so when I look through VR, the images looks really strange when merged together. Don't know if you've met same situation or not?
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?
any fix?
@@autist1cvoice Well im using the horror engine marketplace asset and it seems that its doing some post processing somewhere that is not picked up by the camera for the portal. I haven't found a fix yet though
Same... think it is due to lumen?
@@MartinBerge-p7q I think its horror engine custom camera. As in the video he adds basic camera from UE5, the pictues that sees player with HE camera is different. So you need to attach horror engine like camera to portal or make options same as HE camera
@@MartinBerge-p7q In the hrror engine there seems to be some post processing going on which seems to cause the issue. I haven't looked into it futher though
Need Help!!! When my character goes up to the plane the scenecapture for some reason gets blurry any thoughts on how to make it not blurry? I also have the post process in the scene with motion blur settings to 0 and infinite extent checked
First thing I would double check is your anti-aliasing method in your project settings. The default method of TAA does not work well at all with portals. Switching it over to FXAA makes it much cleaner. If you already have that set, you can try disabling motion blur in the project settings and see if that helps. If not, you could also double check your player camera to make sure you haven't overruled the motion blur settings for that camera. let me know if any of that helps or not!
@@SquaredDev It works!! I already had the fxaa on, so it had to be the camera like you said. I deleted the camera and re added it. Now it works. I just need to figure out why the screencapture shadows are darker than the environment shadows
@@pklord @Pklod have you figured out about shadows being darker and etc?
@@autist1cvoice I think its because of lumen, but havent found the fix...
Which Version of Ue is this, in UE 5.2 doesnt work or me
Can you shoot through these portals? Or send objects through it?
Not with this implementation, but that functionality could be added. By making the functions a bit more generic, you could extend teleporting functionality to pretty much any object. The tough part would be that you would have to create clone objects whenever other objects teleport through, otherwise it will look like they are cut in half when halfway through the portal. I have a link in the description of a video from some of the Portal developers talking about that and other problems they had to solve with their portals, that might be able to help some.
help! i only see the portal material on my portals.
У меня та же проблема, я поставила светлую текстуру в материале, но подозреваю, что это не правильно
исправил? @@ЕкатеринаЛашкина-я4ш
Поставь запуск не Standalone, а Play As Client@@ЕкатеринаЛашкина-я4ш
hi BasicallyDev do you have Discord server ?
Can I know how to teleport to another level instead of the same level?
same
I'm still getting motion blur even after turning it off :(
Even with the added delay & FOV fix, the portal's camera does not work anymore, and only displays the white texture :( At least for me.
Update: nevermind, the engine was buggy. I had to restart it, then it worked!
Myles, did I beat you here? Lol
I also get some jiggle when moving, but Motion blur is off
Hmm. A few other things I've seen that can affect the quality of the portal is anti-aliasing. Make sure you are on FXAA, as that seems to work best with the portals. Also check to make sure you are setting the portal tick group to post update work on begin play, as that can fix a one frame lag on the portals. If all of those are already set, I would just triple check everywhere motion blur can be turned on. If you have a post process volume, check the motion blur on that, as well as the player camera motion blur setting, as well as the scene capture motion blur setting. To be absolutely sure it isn't blurring, you can type in the console command r.MotionBlur.Amount 0 to override any possible setting you have. If you still have blurring, let me know and I can try to see what else could cause that
@@SquaredDev Yeah I seemed to have forgotten that, thanks
I would like to subscribe to your Patreon to have access to the content, but when I have to subscribe, a message appears saying that the owner of that Patreon has blocked new subscriptions
both of my portal surfaces are white. what did i forget?
this is by no means a permanent solution, but adding a delay node for .1 seconds between beginplay and set tick group (mostly) solved it for me :>
@@TheGreatKawaiiOne I fixed it eventually, I hadn’t connected a node and there was something else I did not hit “make editable” on partway thru the tutorial. I also didn’t connect the two portals to each other. You may not need the delay at all
Если порталы поставить напротив друг друга, изображение искажается
Why is the portal not working? Was it not yet able to recognize the gateway connection?
At the beginning of the Portal BluePrint Setup.
Sorry, I'm a bit confused by the question. Are you talking about what it looks like around 7:30? That's what it looks like before you start updating the Portal camera location. That's just a quick check to see if the scene capture is correctly being applied to the Portal Plane Material.
I... Can't seem to have sound... For this video specifically ? Very strange...
This video does not have sound
@@AaelmfaoBDplays Oh ! Thanks for the head up !
So after some time off, I tried again. All works, except the camera movement. The problem is, it works fine, but when you turn around, the portal looks weird, it clips through the floor, it doesn't look like a window: ruclips.net/video/NBExBmhxvDg/видео.html
This was made with a different tutorial, but it has the exact same effect
did you find a solution? in the video itself the problem seems not present
@@LetShadowPlay Sadly never
@@mushmello526
@veltmanflorian solved it, since i cannot link his comment:
I solved it on my end, idk if this is useful to anyone else but on the game camera, toggling "Override Aspect Ratio Axis Constraint" appears to fix this issue for me.
Set clip planes is not working ?? ._. (nevermind i was a dumbass, check project settings section if you had the same issue)
nice tutorial man
it doesen't work for me ,the plane doesen't shows the render texture from the sceneCaptureComponent,instead it shows the basic texture