25:42 Using the players last movement input seems like a bit of a problematic solution for this problem. For example, what if an object hits the player which pushes the player through a portal (using physics) or if the player is in the air and falls into a portal. In both these cases, the player does not need to provide an input to go through a portal. Would it not be wiser to use the players velocity direction to solve this issue instead? Basically, you don't need to check where the player INTENDS to move, but instead where they ARE moving.
@@ReidsChannel I am using my mentioned solution in my own portal system and it works pretty well, but the code in my portal system is not structured and written the same way as yours so I cannot guarantee that it will work with your solution. EDIT: For clarification, "my portal system" is referring to a portal system I wrote a long time ago. Has nothing to do with this tutorial.
Legendary tutorial! Really fun following along. I even like it used a little bit of C++. Helps dip my toes into the water a bit and be less afraid of it.
This system has several problems. The portal spawned on the floor does not work very well. You can’t teleport through it, since the player’s collision does not concern the portal, and if you lift the portal through blueprints with a check on the floor, then you will either fall through the floor, or you will be teleported, but without adequate conservation of kinetic energy and there is a high chance that you will find yourself behind the portal . Also, kinetic energy is not correctly stored when passing through the portal. These issues are quite critical.
@@youcantseeme101 Unfortunately, I managed to achieve only ordinary teleportation, which does not work quite the way it should be, it is not in my power to do better.
I really loved these tutorials :) I've been using a very similar technique to render 3D holograms inside a CaptureVolume, by camera-projecting the render target onto a 3D sphere mesh ProjectionVolumeand it works super well :) The only downside, and I noticed you had the issue with UE too, is that the SceneCapture camera seems to lag behind the player camera for like a frame or so. Did you ever find a good fix for this? I've looked into the PrerequisiteActor node, Tick Groups, etc but it doesn't seem to solve the issue when working with setting an actor's transforms. :/ Thankfully I am working on pre-rendered cinematic content so the issue goes away at render time (as far as I know at least), but it would be great to get rid of the lag in the editor too so that the camera transform mappings are always 1:1. :)
Hi @reids, thank you for a great tut, loved it. I t was clear and insightful. I wanted to enquire by you if you managed to find the fix for the issue, were we can't transform assets and actors within this scene?
Very smooth portal transition, thanks for this tutorial. Is there a way to add other actors to the array, so that others actors can be sent to the new location also?
Yeah but what if you have a portal wall on the floor, and you put a portal on a wall above it. Wouldn't the player fall through the floor when they went to walk through the portal before they even got to the border collision mesh?
Yes, I saw a other video on portals in videogames and the dude said, that you need to disable the collision of the floor when you are near to the portal, but i couldnt do it, so I was wondering if you found a solution for this?
Hey i found this tutorial really helpful but I've got a really bad issue where in the beginning it was only happening in the portal and when u moved there was this weird trail left behind on the other side of the portal and then it carried on to my actual world and then the clouds started to render on top of objects i had placed in my world.
Ok time to rip off split gate, thank you very much with helping me do this, now all I need is to steal some models off sketchfab, grab some mixamo animations, build a map, add a gun template, and boom, I put on steam, epic Games, Microsoft store, play store, app store, scratch, cool math games, etc. Then everybody buys my game. Next, with all the millions of dollars I make every second, I will hire sla- I mean workers to make a even better sequal, this sequal will be so popular that more then the current population of the world own it. (PS: 100% of em also bought the DLC which gives you the ability to jump or use any - keyboard, controller, footpedal, iPhone, banana etc - inputs whatsoever. ) (Ps:2, all the 69 billion amount of people also pay the compusory subscription fee to continue living I mean playing the game) Anyway sorry I forgot the other stuff I was gonna say but thank you for this tutorial, you have helped me soooo much, I have a incredibly comfortable retirement thanks to you. Subed Licked I mean liked Edit: Part two of this comment is coming soon Edit 2: Part 2: sorry before I start the next chapter to this Bible I require assistance with this project. I am having an issue as where I cannot edit it whatsoever. Whenever I try to open it, it crashes after a few seconds. This may be because I am reseving so many alerts of people overflowing the servers. Edit: new issue, my PayPal balance is so high that whenever I try to perchase sometime, it says that my account balance is invailed due to only able to read numbers but the balence has an E in it. My game is having issues where people cannot play it due to server overflow. This does not make sense as the server has unlimited memory. If anyone could help me with this I would be muchly greatful.
ur tuts are of higher quality than other permium paid courses. respect
Found a lot of interesting things, thank you, man, for such tutorial.
This is the best tutorial I've ever seen
This was awesome man
25:42 Using the players last movement input seems like a bit of a problematic solution for this problem. For example, what if an object hits the player which pushes the player through a portal (using physics) or if the player is in the air and falls into a portal. In both these cases, the player does not need to provide an input to go through a portal.
Would it not be wiser to use the players velocity direction to solve this issue instead? Basically, you don't need to check where the player INTENDS to move, but instead where they ARE moving.
Yeah thats not a bad idea, u can give it a try and see how well it works.
@@ReidsChannel I am using my mentioned solution in my own portal system and it works pretty well, but the code in my portal system is not structured and written the same way as yours so I cannot guarantee that it will work with your solution.
EDIT: For clarification, "my portal system" is referring to a portal system I wrote a long time ago. Has nothing to do with this tutorial.
How i could do that?
Legendary tutorial! Really fun following along. I even like it used a little bit of C++. Helps dip my toes into the water a bit and be less afraid of it.
This system has several problems. The portal spawned on the floor does not work very well. You can’t teleport through it, since the player’s collision does not concern the portal, and if you lift the portal through blueprints with a check on the floor, then you will either fall through the floor, or you will be teleported, but without adequate conservation of kinetic energy and there is a high chance that you will find yourself behind the portal . Also, kinetic energy is not correctly stored when passing through the portal. These issues are quite critical.
Hey, did you manage to fix the floor problem?
@@youcantseeme101 Unfortunately, I managed to achieve only ordinary teleportation, which does not work quite the way it should be, it is not in my power to do better.
I really loved these tutorials :) I've been using a very similar technique to render 3D holograms inside a CaptureVolume, by camera-projecting the render target onto a 3D sphere mesh ProjectionVolumeand it works super well :) The only downside, and I noticed you had the issue with UE too, is that the SceneCapture camera seems to lag behind the player camera for like a frame or so. Did you ever find a good fix for this?
I've looked into the PrerequisiteActor node, Tick Groups, etc but it doesn't seem to solve the issue when working with setting an actor's transforms. :/
Thankfully I am working on pre-rendered cinematic content so the issue goes away at render time (as far as I know at least), but it would be great to get rid of the lag in the editor too so that the camera transform mappings are always 1:1. :)
Hi @reids, thank you for a great tut, loved it. I t was clear and insightful. I wanted to enquire by you if you managed to find the fix for the issue, were we can't transform assets and actors within this scene?
Very smooth portal transition, thanks for this tutorial. Is there a way to add other actors to the array, so that others actors can be sent to the new location also?
Yeah but what if you have a portal wall on the floor, and you put a portal on a wall above it. Wouldn't the player fall through the floor when they went to walk through the portal before they even got to the border collision mesh?
Yes, I saw a other video on portals in videogames and the dude said, that you need to disable the collision of the floor when you are near to the portal, but i couldnt do it, so I was wondering if you found a solution for this?
Hey i found this tutorial really helpful but I've got a really bad issue where in the beginning it was only happening in the portal and when u moved there was this weird trail left behind on the other side of the portal and then it carried on to my actual world and then the clouds started to render on top of objects i had placed in my world.
could have to do with antialiasing, you could try disabling that in the project settings to check
Ok thank you
Great tutorial! is there a way to add the portals pre placed in the level? Like the start of the game when you dont have the portal gun
How to make the portals that will be on the map and stay there and not be reset every time. To always be there as part of the game?
Great stuff
Is there a download for this?
You should try making valorant abilities would be really cool and helpful of course
Thank you.
So fuckin awesome
Ok time to rip off split gate, thank you very much with helping me do this, now all I need is to steal some models off sketchfab, grab some mixamo animations, build a map, add a gun template, and boom, I put on steam, epic Games, Microsoft store, play store, app store, scratch, cool math games, etc. Then everybody buys my game. Next, with all the millions of dollars I make every second, I will hire sla- I mean workers to make a even better sequal, this sequal will be so popular that more then the current population of the world own it. (PS: 100% of em also bought the DLC which gives you the ability to jump or use any - keyboard, controller, footpedal, iPhone, banana etc - inputs whatsoever. )
(Ps:2, all the 69 billion amount of people also pay the compusory subscription fee to continue living I mean playing the game)
Anyway sorry I forgot the other stuff I was gonna say but thank you for this tutorial, you have helped me soooo much, I have a incredibly comfortable retirement thanks to you.
Subed
Licked
I mean liked
Edit: Part two of this comment is coming soon
Edit 2:
Part 2: sorry before I start the next chapter to this Bible I require assistance with this project. I am having an issue as where I cannot edit it whatsoever. Whenever I try to open it, it crashes after a few seconds. This may be because I am reseving so many alerts of people overflowing the servers.
Edit: new issue, my PayPal balance is so high that whenever I try to perchase sometime, it says that my account balance is invailed due to only able to read numbers but the balence has an E in it.
My game is having issues where people cannot play it due to server overflow. This does not make sense as the server has unlimited memory. If anyone could help me with this I would be muchly greatful.
You're trying so hard to be funny. But you're not.