If you are attempting to recreate this in 5.1.1 please note that epic added their own Resize render target2d function in blueprint. The C++ portion of the video is no longer needed and it didn't work for me. That being said if you are working in 5.0 then you do still need the C++
@thenashus4 Жыл бұрын
I tried using that node, but as the noob I am I couldn't seem to figure out exactly how to implement it, any tips?
@blackdeathss44 Жыл бұрын
Just switch the inputs going to it and it should be fine
@cyber3371 Жыл бұрын
Yeah UTextureRenderTarget wasn't showing up and I panicked before I found in the release notes that they added the function in blueprint
@alvarogm_0028 Жыл бұрын
I have been struggling with the render of the portal's scene capture component and with its rotation and location for sooo many days. This tutorial is great!! You are the man, thank you so much
@Starbladek3 жыл бұрын
38:31 So the same thing happened to me, and after a bit of investigation, it seems to be related to the project's NearClipPlane value. When setting it to something ludicrously low, such as 0.00001, restarting the editor and re-opening it prevents me from moving stuff around. However, setting it to 0.01 and restarting the editor allows me to move stuff around once again. Just a heads up for anyone that's also encountering this issue :)
@ReidsChannel3 жыл бұрын
Ah that is a good find... you can also set it via blueprint on begin play and set it back to normal on end play.
@Video.Game.Company2 жыл бұрын
You're a life saver, thanks man!
@dedelner89712 жыл бұрын
Dude, I just wanna say, that your method on how to apply transforms for the portal cameras is just the best and cleanest solution I have seen. I am so grateful for this. How did you know this? I wouldn't have believed that for example Compose Transforms is actually a thing :D
@ReidsChannel2 жыл бұрын
Thanks :) Well, the camera works the same way. When it goes to render an object is multiplies the objects transform by the cameras inverted world transform to put the object in camera space.
@mushmello52611 ай бұрын
I'm currently skipping through these to make some larger static portals. Not a portal gun, but a gateway with a seamless portal in it. For now it seems I can skip many things, as I don't need logic for portal placement, or checking if portals have place, etc
@郭逸松2 жыл бұрын
Thank you for your tutorial. It's so detailed which helps me a lot🤟
@thepottervault2 жыл бұрын
Really good tutorial. I guess you could dynamically adjust the portal quality depending on your distance to it like LODs for meshes?
@mushmello52611 ай бұрын
For me, it's really weird, the camera moves with the player, but the rotation is completely wrong and no setting seems to fix that. When I look up and down, the portal camera tilts around, left and right looking movements are not mirrored and overall it's so confusing to look at that it's tough to fix it
@haioc228111 ай бұрын
can you use cine camera instead of player camera? Just new with engine and want to render cinematic with portal effect
@ArtemKevorkov-zl9gv Жыл бұрын
Hey! Quick question, I followed your tutorial and for some reason in my Event Graph " Convert Transform to Relative" is missing! (18:59). I tried turning off the context but the only option that is visible is "Make Relative Transform" and it doesn't work! Literally one step away from completing it
@ReidsChannel Жыл бұрын
I just checked in 5.1 and its still there... if you're on a newer version then that maybe they renamed it but I'm not sure.
i had same issue in 5.2.1, what i did to fix this was to switch the world transform values on the make relative transform, which seemed to be fine
@blackdeathss44 Жыл бұрын
because if you notice, everything is exactly backwards from how its supposed to work, up is down, left is right, forward moves camera backward, so just switch those two transforms and you're golden from there on
@MrXBJonte3 жыл бұрын
Very weird, I still get the hole through the ground effect. Even after the C++ code. Seems like it has to do with the clip plane but I have everything teh same as you
@MrXBJonte3 жыл бұрын
It seems that the Get world location value from the camera changes when I look around, which causes the clip plane to cut the floor in the portal. It should only change the value when I'm moving I think? The further away I look from the portal the more of the floor is being cut
@MrXBJonte3 жыл бұрын
The c++ Resize render target function does not help with the clip plane issue I have
@MrXBJonte3 жыл бұрын
I can add that if I stand very close to the portal it works perfectly
@MrXBJonte3 жыл бұрын
Nevermind, it still clips if I look around close to the portal
@RandoYoutubeAccount2 жыл бұрын
Did you find a solution for this? I'm also getting this result even without including the +1 float that Reids suggests. (I think maybe I can offset it, but going too far has the opposite effect where I can see behind the portal)
@jackedakk Жыл бұрын
The issue with promoting to variable is that it is already a variable
@Song-qp3mb3 жыл бұрын
Sorry, after following your vedio step by step,i find my portal will render again when a portal faced another one ,like unlimited mirror,maybe i do some wrong steps,but i can't solve it or find it ,plz help me
@毛常松2 жыл бұрын
I found the same problem. Did you solve it?
@fafatogames2 жыл бұрын
my project don't do a infinity mirror
@BridgesProductions20242 жыл бұрын
Because you'd have to modify engine code. Unreal, as far as I'm aware, does not natively support Recursive Rendering (the "infinity mirror" you're talking about). Not yet, anyway.
@Kaliostrowww2 жыл бұрын
Acctualy for ue5 you can set Scene Capture setting "Composite mode" to "Composite" to achive an infinity mirror effect.