Portals Blueprint | Blueprints
Portals Blueprint | Blueprints
Portals Blueprint | Blueprints
Portals Blueprint | Blueprints
Portals Blueprint | Blueprints Portals Blueprint | Blueprints Portals Blueprint | Blueprints Portals Blueprint | Blueprints

Full-transform portals, smoothly teleport and resize objects. Originally made for Unscher (a game in the 2018 Epic winter jam.) to give the impression of non-elucidian geometry or infinite stairs.


Multi level recursion added by Spencer Crapo




Updated v24

  • Support UE4.27
  • Apply fix back to 4.23 for easier upgrades




Videos

recent: https://www.youtube.com/watch?v=HRTaV7SQPm0

older: https://www.youtube.com/watch?v=YAoWb1hb3eE






Try it Out

Demo here: http://chozabu.net/autopush/PortalsBP_demo_2019may31.zip


Bonus content includes a wizard hat, a custom pawn who can walk on walls


Discord: https://discord.gg/xeBWY9N


***Monthly Unreal Engine Sponsored Content product for December 2019**

Technical Details

Limitations:


  • you cannot smoothly push a large object through a portal with another large object (try this with cubes in the demo)
  • Performance heavy - though probably the fastest seamless portal system for UE4
  • A Portal can only recursively view its matching pair


Features:

  • Portal blueprint
  • Smooth transition through portal
  • position, direction, momentum, and scale transformed through portal
  • Compatible with Character and rigid body actors (should work for nearly anything that can overlap)
  •  Wall Walking non-Character BP with portal-compatible third person camera (from Unscher)


Number of Blueprints: 2 (Portal and custom Pawn, though several others are included too)

Input: standard first person setup

Network Replicated: Portals work well, along with first-person character, but not the wall-walking pawn.

Supported Development Platforms: Windows - though expected to work fine on Linux and most other platforms

Supported Target Build Platforms: See above

Documentation: Docs here

VR Support: No

Important/Additional Notes: Must enable "Global Clip Plane" in project settings.