Portal Gun Tutorial Series - Creating the Portal Gun - Setting Portal Rotation | Part 3 UE4

Hey guys! In this part, I set up the portal shooting gun, which will shoot the Portals where the player is looking at. The line trace will be a bit off the HUD if the surface is too far away from the player, but it shouldn't matter too much if you make the player HUD bigger!

I also tell you how to ensure that when the Portal is spawned, it is spawned facing the rotation of the player! Sadly, the rotation of the Portal has to be pre-defined, so that means that you can only use "straight" walls, and not "slanted" or "tilted" walls, because later on in the series, when I tell you how to set the rotation of the player upon teleport to face forward, and how to retain player velocity on teleport, I'm only going to be setting the values based upon the forward vector of the portal. So if the forward vector is anything other than -1, 0, +1, the functions/code will not work!


Download the Portal 1 & 2 shooting Sound effect from here:

Sounds.rar | Mediafire

P.S: These sound effects have been taken from the game Portal 2. Please do not use this in the final product as you might get a copyright notice!

Portal Gun Tutorial Series - Setting Up BP - Variables And Render Target | Part 2

Hey guys! The first part is finally out! In this part, I set up the blueprints, variables, and functions that we will be using later on in the portal gun Unreal Engine 4 series. I also fix the Render Target Rotation so that it matches players rotation, causing the teleportation to be seamless, making the portal seamless!


Timestamps:

  • Overview: 00:00
  • Pre-Requisites (YOU MUST ENABLE THESE SETTINGS TO MAKE THE PORTAL SYSTEM WORK!): 0:20
  • Setting Up Functions + Variables in your character Blueprint: 00:50
  • Creating Portal 1 Blueprint + Setting up it's functions, variables and components: 02:20
  • Setting Up Render Targets: 06:45
  • Testing If It Works: 11:45
  • Disabling Collision: 12:20
  • Fixing Render Target Rotating With Player Rotation: 12:50
  • Drawbacks + What to expect from next video: 20:35
Download the PNGs for the Portal FX material here:



Portal Gun Tutorial Series - Part 1 - Overview, Features & Limitations | UE4

Hey Guys! In this video, I give you an overview of the portal tutorial series that's going to take place, what it's limitations are, and when the series will begin! Hopefully, this will help you decide whether the tutorial is what you guys are looking for!


Portal Gun (WIP) Progress Update! | UE4

Hey guys! This is a followup video. In the previous video, I showed you my portal gun, which could only create portals and teleport the player to the location, and set the players forward vector accordingly. I now have managed to add additional functionality:




  1. Portal Gun plays a sound when placing a portal
  2. Portal Gun will only place portals on surfaces with a specific material
  3. If the material does not match the specified material, it plays a sound to let the player know that the portal cannot be placed here.
  4. The velocity of the player now gets carried over when the player teleports!
Things left to do:
  1. Make it so that the portal spawns only in places where there is space. If there is no space to spawn, the portals keeps moving +1 to the left or right, depending on which line traces generate an overlap event. Not sure how I would go about doing this, but I'm going to try! Any tips would be greatly appreciated. (DONE)
  2. Improve the render target. (DONE)
  3. Add visual improvements, such as FX when shooting. (DONE)
  4. General fixes and improvements.
Tutorial Series up! You can visit the tutorial series on this page:


Portal Gun (WIP) Tutorial Coming Soon! | UE4

Work In Progress of Portal Gun in Unreal Engine 4! Some things that still need working on: 








  1. Upon teleport, player forward velocity should change according to the forward vector of Portal 2. Example: The player was moving at axis X, and when teleported to Portal 2, his forward axis became Y, while his side axis became X. To preserve the momentum, I'm trying to change player velocity to forward vector of Portal 2. This will allow the player to move at the same speed forward upon teleporting to Portal 2. DONE
  2. Spawn the Portal only where it fits. This will be done by line tracing the sides of the portal + the center to see if it overlaps anything. If it does, we're going to move the portal to the left/right till it stops overlapping! DONE
  3. Make the render target look better. DONE
  4. Teleport player as soon as the portal is created. Right now, it uses event overlap to detect overlapping actors and then teleports the overlapping actors. If the player places the portal directly below him, the overlap event will not trigger unless the player moves away from the trigger and steps on it again. DONE
All issues have been solved, visit the Portal Gun Playlist to find the tutorial!

Portal Tutorial Series | Unreal Academy


Raytrace Optimization - Creating RT Triggers, Setting Up Level Streaming - Part 2 | UE4

Hello guys, in this video I tell you how to create a trigger blueprint, from which you will be able to turn on and off Raytrace Shadows, Raytrace Ambient Occlusion, Raytrace Global Illumination, and Raytrace Reflections in locations that you want them on or off.
Then I tell you how to set up level streaming, to load and unload specific maps in your level of Unreal Engine 4, thus increasing the FPS substantially!

Timestamps:
Quick Overview: 00:00
Enabling/Disabling Raytrace Setting via Trigger Blueprint: 00:50
Setting Up Level Streaming: 06:35


Raytrace Optimization - Creating RT Toggle Widget, Setting Up RT Lights & Tips - Part 1 | UE4

Hello guys, in this video I give you a quick overview of the different types of Raytracing, tell you how to create an RT toggle button, from which you will be able to turn on and off Raytrace Shadows, Raytrace Ambient Occlusion, Raytrace Global Illumination, and Raytrace Reflections.
Then I tell you about some tips about how to decide which RT setting to enable in which part of your level, and reasons why you should not enable multiple RT settings.
After that I tell you about how to increase FPS when Raytrace shadows are turned on, which is done by disabling "Cast Raytraced Shadows" in all the unnecessary lights.
I also tell you how to remove the "Harsh" shadows that might appear if you enable multiple RT lights in one scene, or if you enable RT Lights that cast RT Shadows in conjunction with normal light.

Timestamps:
Quick Overview: 0:10
Types Of Raytracing and Their Usage: 0:50
Creating a Widget to Toggle Raytracing via buttons: 2:50
How to chose which RT Setting to enable: 10:30
How to increase FPS when RT Shadows is turned on: 15:15
How to remove Harsh shadow effect when you use RT Shadows: 19:10
End of video (Snippet of wonders of level streaming): 23:25