Hi Everyone, thanks for watching. Use the link to download the Full Project Files and Help Support the Channel. Link : www.patreon.com/posts/51850292 I have upgraded it to Unreal Engine 5.2
Hello my friend, I want to congratulate you on the great tutorial you made. This resource is really cool, and the content is very didactic, through your teachings I understood how some advanced components of the unreal engine work. Thanks!
@@UnrealCG I love the simplicity that you provide throughout your explanations. I do have an issue (16:10-1615). My Niagara portal refuses to be dragged and dropped into my portal bp. Thoughts on why that may be?
It’s not seamless but here is a simple bug fix Move the teleporter hit box back so that your camera will go in it before you teleport. This just makes it more seamless and better like Portal 1&2
Yes there is a sweet spot where the view when you enter and exit aligns, this will give the smoothest transitions, but this changes a bit from place to place.
Hello I'm at 32:30 in the video and I'm having a issue where the portals won't let me assign which is the exit portal. When I click on portal 1 to then select the target as portal 2 I see the option but when I click on it it wont be selected. Any ideas on how to solve this?
Thanks. The portals within one level work fine but unfortunately the portals from one level to another messed up a lot, and nothing works. I'm not advanced enough to find a solution (I re-did the tutorial) but I'm glad the internal ones work for now.
if you were, for example, to put this portal texture on a rigged character that is animating, would it still work? to put it simpler, if you animate the portal around does it move the level that you can see through the portal?
my "cast to" first person character actor has BP_ in front of it, and i receive an error every time i compile saying it "does not inherit from primitive component" .. any help? 25:26
Half Life Alyx has a wrist "portal" where you store items. I don't think it is a portal. I think it is a cylinder hanging off your wrist with an "inner wall" material that is only shown if you look thru the cylinder top material. Is there a way to only show a material if it is seen thru a different material/mesh? I could use this to simulate the look of portals without the double draw overhead. (I would render 2 realities with the second using materials that can only be seen thru a "window" material). I am using forward rendering so this may further complicate things since I'm guessing this is some sort of post processing effect.
Awesome video as always! May I ask what stylized assets are you using? They're really nice and I was wondering if they're in the marketplace or if they're your own assets. Thank you and keep creating these amazing tutorials!
@@UnrealCG Thanks for the very clearly stated tutorial. Much appreciated. I have one issue though. At timestamp 16:07, you dragged and dropped the Niagara system into the blueprint default scene route. However, it's not dropping for me. Or rather, not appearing when I drop it. Thoughts? Thanks in advance.
Wonderful, and easy explained, I just have a question, Can I do this portal trick in the sequencer ? to be more specific, If I have two levels ( maps ) in the same project, can I do this portal trick ? or it must be in the game mood ?
In the Niagara editor on the bottom left (if you are using the default layout), in the parameters tab. find "Particle Attributes". Then in that tab find "Sprite Facing" it will be a vector attribute, you might need to add it by hitting the plus on the "Particle Attributes" tab and typing it in. Once it is there you can drag and drop it into the "Particle Update" drop down on the big main node you were messing around with. It should function after that. I also had to figure that out the slow painful way...
Hello, I have a problem with the portal. I did everything it says in the tutorial but when I try to go through it it doesn't take me anywhere. I don't know what I could be doing wrong. I hope you can help me.
Doing this tutorial now in unreal5. There is a Problem with the brightnes of the CRT_MAP. Overall it is darker but shadows are really black. Dou you know any solutions to that?
I have a problem with my portal, after I go through it it becomes invisible. What can I do about it? My English isn't that good, maybe I misunderstood something in the tutorial. Otherwise your tutorial is really good
Would be nice if you could do these same tutorials in Unity :) But I think not, as your channel name is Unreal :D Anyways, thanks a lot for these tutorials.
Excellent tutorial as usual. Do you know of a way to mask a level within another ? Like having 2 superposed levels but one can only be seen through some shape / mask. i tried scenecapture but they require to have the second level somewhere else in the map, and custom stencil is too limited to use on an entire sublevel. Any advice ? Thanks a lot !
@@UnrealCG Didn't play Dishonored but yeah I experimented a bit but I didn't find any efficient way to mask a whole 'stacked' level. Maybe UE5's data layers could be used, I'll check that. Thanks for the reply ! Always happy to see one of your videos pop-up.
Really COOL! Is there a way to do this effect without a player character? Or can you control an "empty" player controller with blueprints? I am working on a menu and I want to move through portals but not require the player to try to walk through them but have them animated using widget controls. I built a cool widget control with round buttons and want to portal through the buttons.
@@eliteartisan6733 Unfortunately I did not. I went with making the menu system part of the game so like a menu level that the player can move through portals to different menus. A WIP still but not too bad.
Hello, I need your advice to have the best way for my problem: Your 3D Portal System work very well but my game have a Day and night cycle. How can I resolve this problem? Thank you
You can't real time capture like that it's very expensive maybe try the normal render target or pre-capture some cubes for different time of the day and use blueprint to set that during different times, but it won't look that fluid
additionally to setting the 'Facing Mode' to Custom Facing Vector, you need to add a 'Sprite Facing and Alignment' module to the Particle Update section in the emitter. (this works for me in UE 5.0.3)
mucho poder tienes para la creatividad de codigo armado mas que tu contraparte cghow........anímate pues hablar otro idioma como el castellano o español, mas seguidores vas a tener, más patreon
Hi Everyone, thanks for watching. Use the link to download the Full Project Files and Help Support the Channel.
Link : www.patreon.com/posts/51850292
I have upgraded it to Unreal Engine 5.2
Hello my friend, I want to congratulate you on the great tutorial you made. This resource is really cool, and the content is very didactic, through your teachings I understood how some advanced components of the unreal engine work. Thanks!
I know what i gonna do at work tomorrow.
I already have the Dissolve Effect, Now the Portal Effect :O Damn, seriously, Thanks for your time to do this tutorial for us! you're a legend!
Wonderfully explained and easy to follow along. Thank you for sharing your workflow and problem solving. :)
came here from reddit, thank you!
Simply wow bro. just subscribed . Nice work
Great Tutorial: thanks and thanks.
Straight to the point, clear and very easy to follow.
Hope to see more of this from you.
Awesome tutorial like always! But I gotta ask, how are you recording in 4k but yet your mic sounds so old?
This is amazing, thank you
On my end, the whole "create static texture" after rightclicking the ctr map didnt work, had do set it to 512 for it to work. Or a multiple of 512.
Great video helped me out a lot so thank you very much good sir
thanks for the indepth tut.. helped me a lot :) cheers
You're amazing, thank you!
Nice tutorial! Thanks a lot.
This is awesome, thank you!
nice tutorial!
Thank you so much! It works so well!
This is awesome!
Great tutorial :), but is it going to work in VR? Or maybe you could do a tutorial for setting up it in vr?
I'm curious, where do you learn these effects? Your scope is so wide, it's fascinating. Keep up the good work!
Well, I think it's mostly just stuff I put together after learning the basics online
@@UnrealCG I love the simplicity that you provide throughout your explanations. I do have an issue (16:10-1615). My Niagara portal refuses to be dragged and dropped into my portal bp. Thoughts on why that may be?
It’s not seamless but here is a simple bug fix
Move the teleporter hit box back so that your camera will go in it before you teleport. This just makes it more seamless and better like Portal 1&2
it definitely looked better, thanks
@@niburya Wow, I didn't even check to see if it'd work but I guess it did XD
Yes there is a sweet spot where the view when you enter and exit aligns, this will give the smoothest transitions, but this changes a bit from place to place.
Nice tutorial! You helped me a lot.
Can i do this without a player character? I want to move around portals while piloting my camera
Hello I'm at 32:30 in the video and I'm having a issue where the portals won't let me assign which is the exit portal. When I click on portal 1 to then select the target as portal 2 I see the option but when I click on it it wont be selected. Any ideas on how to solve this?
Thanks. The portals within one level work fine but unfortunately the portals from one level to another messed up a lot, and nothing works. I'm not advanced enough to find a solution (I re-did the tutorial) but I'm glad the internal ones work for now.
if you were, for example, to put this portal texture on a rigged character that is animating, would it still work? to put it simpler, if you animate the portal around does it move the level that you can see through the portal?
You should increase a bit the music we can still hear you. All jokes appart great tutorial thx
Why i cant create static mesh
my "cast to" first person character actor has BP_ in front of it, and i receive an error every time i compile saying it "does not inherit from primitive component" .. any help? 25:26
Late reply but you dont want to use the Primitive Component. Almost the right node but wrong target. :)
Half Life Alyx has a wrist "portal" where you store items. I don't think it is a portal. I think it is a cylinder hanging off your wrist with an "inner wall" material that is only shown if you look thru the cylinder top material. Is there a way to only show a material if it is seen thru a different material/mesh? I could use this to simulate the look of portals without the double draw overhead. (I would render 2 realities with the second using materials that can only be seen thru a "window" material). I am using forward rendering so this may further complicate things since I'm guessing this is some sort of post processing effect.
which version did you take this class? thanks brother.
hmm, the RT cube takes quite some calc power, eh? seemed to be more adjustable on the plane verion. or i screwed uo some settings, could be too ofc
Awesome video as always!
May I ask what stylized assets are you using? They're really nice and I was wondering if they're in the marketplace or if they're your own assets.
Thank you and keep creating these amazing tutorials!
They are market place assets
@@UnrealCG Oh nice! Do you have a link to the marketplace for these assets? Would be really appreciated! Thank you :)
@@brunoverde2769 www.unrealengine.com/marketplace/en-US/profile/AleksandrIvanov
@@UnrealCG Cheers!
@@UnrealCG Thanks for the very clearly stated tutorial. Much appreciated. I have one issue though. At timestamp 16:07, you dragged and dropped the Niagara system into the blueprint default scene route. However, it's not dropping for me. Or rather, not appearing when I drop it. Thoughts? Thanks in advance.
thanks for you im your big fans XD
I wanted to ask how this effects perfomance?.Is it really this quick no matter what level.
Great 🎉🎉🎉
Wonderful, and easy explained, I just have a question, Can I do this portal trick in the sequencer ? to be more specific, If I have two levels ( maps ) in the same project, can I do this portal trick ? or it must be in the game mood ?
Changing the Niagara face mode to custom facing vector does not work. It still facing camera .What should I do
In the Niagara editor on the bottom left (if you are using the default layout), in the parameters tab. find "Particle Attributes". Then in that tab find "Sprite Facing" it will be a vector attribute, you might need to add it by hitting the plus on the "Particle Attributes" tab and typing it in. Once it is there you can drag and drop it into the "Particle Update" drop down on the big main node you were messing around with. It should function after that.
I also had to figure that out the slow painful way...
Hello, I have a problem with the portal. I did everything it says in the tutorial but when I try to go through it it doesn't take me anywhere. I don't know what I could be doing wrong. I hope you can help me.
hi i need help i can`t drag the NS_portal to the BP_portal i need help
add niagara component to bp then set it to portal
Doing this tutorial now in unreal5. There is a Problem with the brightnes of the CRT_MAP. Overall it is darker but shadows are really black.
Dou you know any solutions to that?
Since it's just a texture you could probably just export it and edit it and then reimport it
I have a problem with my portal, after I go through it it becomes invisible. What can I do about it?
My English isn't that good, maybe I misunderstood something in the tutorial.
Otherwise your tutorial is really good
16:07 cant drag niagara into BP
Really cool
I have a big issue: the game don't start on my player start and i can't understand why.
What are these type of terrains called?
Would be nice if you could do these same tutorials in Unity :)
But I think not, as your channel name is Unreal :D
Anyways, thanks a lot for these tutorials.
excellent
Excellent tutorial as usual. Do you know of a way to mask a level within another ? Like having 2 superposed levels but one can only be seen through some shape / mask. i tried scenecapture but they require to have the second level somewhere else in the map, and custom stencil is too limited to use on an entire sublevel. Any advice ? Thanks a lot !
Oh I know what you mean, it's the effect from Dishonored ain't it, I think that can only be done by rendering two levels at the same time.
@@UnrealCG Didn't play Dishonored but yeah I experimented a bit but I didn't find any efficient way to mask a whole 'stacked' level. Maybe UE5's data layers could be used, I'll check that. Thanks for the reply ! Always happy to see one of your videos pop-up.
Can I send enemies through there?
I'm using UE5 and the reflection vector trick did not work to solve the error.
Really COOL! Is there a way to do this effect without a player character? Or can you control an "empty" player controller with blueprints? I am working on a menu and I want to move through portals but not require the player to try to walk through them but have them animated using widget controls. I built a cool widget control with round buttons and want to portal through the buttons.
im also trying to do this. Did you figure it out?
@@eliteartisan6733 Unfortunately I did not. I went with making the menu system part of the game so like a menu level that the player can move through portals to different menus. A WIP still but not too bad.
@@darklordstudios72 man I really need to solve this. I do virtual production and I need the level to switch when then camera hits the portal
Hello,
I need your advice to have the best way for my problem:
Your 3D Portal System work very well but my game have a Day and night cycle.
How can I resolve this problem?
Thank you
Should I create 1 Cube Render Target by Portal?
You can't real time capture like that it's very expensive maybe try the normal render target or pre-capture some cubes for different time of the day and use blueprint to set that during different times, but it won't look that fluid
@@UnrealCG OK
Thank you 👍
Dose this work in VR ?
It should
amazing
Good :)
Custom facing mode doesnt seem to work in UE5 or at least I cant get it to work EDIT** resolution to this issue in the replies thanks to Amokrabbit
doesn't work for me too in UE5.
@@RikouUE At least I know it isn't just me.
@@monster6236 don't work neither in ue 4.27
additionally to setting the 'Facing Mode' to Custom Facing Vector, you need to add a 'Sprite Facing and Alignment' module to the Particle Update section in the emitter. (this works for me in UE 5.0.3)
@@mac_grubby thanks
Cool!!!!
Cool
This is great dude, do you have this project for UE5.2 on your patreon?
Yes I have, Here is the link : www.patreon.com/posts/51850292
@@UnrealCG tnx my lord
👏
This is like splitgate
Dr. Strange Portal Effects
mucho poder tienes para la creatividad de codigo armado mas que tu contraparte cghow........anímate pues hablar otro idioma como el castellano o español, mas seguidores vas a tener, más patreon
😳
ya but will your so called project files work with UE 5 ?
this not not seamless
@@Gloth_Sang why are you so mad that I stated a fact? cope more
Will this work in Unreal Engine 5.2?
It should