Tried a few different attempts. SceneComponent2D didn’t work. The portal environment camera doesn’t move the same speed as the real phone camera. Also to much work to set all the objects in a large scene to not be visible to the owner.
Tried a stencil. The window part is good but the rest of the scene is all white from the stencil which isn’t the desired result.
Tried Custom Depth but the objects behind the invisible portal plane don’t sort correctly all the time. Also sounds like a lot of over draw perhaps for a large scene.
Also tried using the Android Camera as a texture. This was interesting when I set the materials uvs to screen aligned. However, when I tilt the camera from vertical to horizontal the tilt in the texture feed is noticeable less accurate than straight camera feed. A door for example will not remain exactly straight up and down, it slants a little which breaks the illusion.
Any help would be greatly appreciated. Attached are some images of my stencil and custom depth attempts.
This is the effect I’m trying to duplicate for Unreal4. Hoping his video can help us find a way to do something similar…