Linked Portal System gives you pairs of portals you can see through and travel through. Each portal shows a live view of its partner's side, and anything that crosses keeps its speed and rotation. Characters, physics objects and ragdolls all travel. Everything is built in Blueprint, so you can open it, read it and change it.
π Portals
Live see-through views with true perspective, and no flash or camera jump when you step through
First and third person, with the camera carried smoothly through the pair
Characters, physics objects and ragdolls travel: fall in and fly out with the speed kept
Wall, floor and ceiling portals, wall to floor and floor to wall
Moving portals: views and travel keep working while a portal moves
Infinite mirror: two facing portals make an endless corridor
π¨ Fully customizable
6 shapes: circle, oval, door, arch, hexagon, and your own mask from a texture
9 styles (Sci-Fi, Arcane, Void, Fire, Ice, Lightning, Minimal, Spark Ring, Wisp Ring) and 7 ring presets (Gold, White, Petal, Leaf, Butterfly, Star, Aurora)
Each style is a data asset: colours, surface, frame, Niagara effects, light and sounds. Duplicate one to make your own.
6 open / close animations (Iris, Dissolve, Ripple In, Expand, Spin Expand, Expand + Bounce), plus a spark sweep
A closed portal can act as a wall, and both ends of a pair open and close together (both optional)
π Multiplayer ready
Listen and dedicated servers, with travel decided on the server
Every machine renders its own views
Players who join late see every portal in its current state
π οΈ Tools
Runtime placement by aiming: a preview on walls, floors and ceilings, then place end A and end B. A Blueprint component with events.
Make Portal-Ready: a one-click editor action (right-click a mesh or actor) that makes your own meshes cut cleanly at the portal, as a copy or in place
Works with any character: the traveller component is added automatically
β‘ Performance
Quality presets (Low, Medium, Default, High, Max), a per-frame view budget, resolution scale, view distance and a lighter no-shadow mode
Portals that aren't on screen cost nothing
The documentation includes a measured cost table at 1080p and 1440p
πΊοΈ Demo map
A showroom with a corridor of shapes and styles, a ring room and a playground (velocity, physics, open / close, moving portal, infinite mirror, quality). The rooms are linked by portal doors. It also has a placement bay and a playable demo character with keyboard and gamepad controls.
Technical details
Blueprint only; no extra plugin to enable
Unreal Engine 5.5 - 5.8; tested with DirectX 12, DirectX 11, Substrate and the forward renderer
Main classes: BP_LP_Portal, BP_LP_PortalManager, BPC_LP_Traveler, BPC_LP_PortalPlacer
Full documentation included (setup in 3 steps, every option, functions and events, performance, known limits)
π¬ Support & suggestions β Questions, bug reports and ideas: distantsky.support@gmail.com. I read every message, and I try to implement the suggestions that fit the pack in a future update.