Because the capture device could be located between a door and other objects, it is important to put in place what we call a "clipping plane". Everything visible after the line is replaced by what the capture can see. In the graphic above, the Capture device (a SceneCapture in UE4) is located in front of a space that match one visible from the player point of view.
Since the original point of view is replicated to the other place it gives the illusion of being continuous. The window is like a mask that allows us to know where and when to display the other space instead of the original one. By this principle we can stick two spaces next to each other even if they are far away. However with the current versions of Unreal Engine I was finally able to manage the right effect :īefore diving into specifics let’s see how a portal works in the big picture.Ī portal is basically looking into a window that does not look outside but into another place, that means we define a specific point of view locally to an object and replicate that point of view somewhere else. I was still able to get experiments that looked like this : At some point I tried implementing my own version in Unreal Engine 4 but did not managed to go far since the engine was missing some functionalities. Portal is likely the most well known of the three, however in my case it is Prey which always fascinated me and that I always wanted to copy. Some very popular games used that concept for visuals and even gameplay mechanics : A quick way to define Portals is to see them as a way to walk from one space to one another. Let’s start with examples and an explanation of what is a Portal. This article was written based on Unreal Engine 4.25.
#Unreal engine 4 portal how to
As I did not find any write-up that would provide enough details to explain how to create such system (viewing but also crossing the portals) I decided to write my own. Unreal Engine 4 is supposed to target the next generation of consoles.In this article I cover how to create Portals in Unreal Engine 4. Not much is known about the upcoming fourth generation Unreal Engine, except that Tim Sweeney and maybe a few other people are working on it. Also, as part of the Integrated Partners Program licensees can select from many third-party components to integrate into their games. Many new features have been implemented since Unreal Engine 2, such as level streaming, Kismet scripting, as well as complex material and particle editors. Other Unreal Engine 3 games include Gears of War 1 and 2, Mass Effect, America's Army 3.0 and many others. Unreal Tournament 3, for example, is available on all three platforms.
#Unreal engine 4 portal ps3
The third generation of the Unreal Engine is one of the most popular versions, being widely used on PC, PS3 and Xbox 360 games. Unreal Engine 3 Main article: Unreal Engine 3 The state of the engine based on UT2004 is known as Unreal Engine 2.5. A special version, Unreal Engine 2.X, was optimized for the Xbox console and used for Unreal Championship 2. StaticMeshes), fluid surfaces, terrain support, complex materials, particle emitters, volumes, and more.Ī default version of the Unreal Engine 2 can be freely downloaded as the Unreal Engine 2 Runtime, which is based on the UT2003 state of the engine. Major new features not present in the original engine include hardware meshes (aka. The second generation of the Unreal Engine powered games such as Unreal 2, UT2003, UT2004, America's Army, Unreal Championship 1 and 2, XIII and others. Unreal Engine 2 Main article: Unreal Engine 2 The Unreal Engine later found it's place as the engine for other games such as Unreal Tournament, Deus Ex, Wheel of Time, Klingon Honor Guard and others.
The original Unreal Engine debuted as the back-end for the 1998 first person shooter Unreal. Unreal Engine 1 Main article: Unreal Engine 1 Each generation features more developing mechanics and utilities than the previous, the current generation of the Unreal Engine is Unreal Engine 4. Since the Unreal Engines debut in 1998, there have been three major generations of the engine.