They made use of the stencil buffer to achieve the visuals.
I got a working C++ code which shows the concept with OpenGL: https://www.youtube.com/watch?v=_59h0I7LEy0 (in the description)
I studied and debugged the code to understand what’s happening.
Now I have to translate it into Unreal, but I don’t know where to start, since the Renderer in Unreal is really complex.
I’ve found out that you could use something called SetDepthStencilState via the RHI.
Could someone explain how to use it?
The documentation is non-existent… at least i couldn’t find one.
I go a step further, using a SceneCapture2D that matches the main viewport resolution and then mapping that RenderTarget to the portal using the Pixel-Perfect variant of the ScreenAlignedUVs node.
If your post process quality is turned all the way down (don’t know why it interferes in 4.9), you shouldn’t be able to detect the transition (well, I couldn’t using the stock FPS character controllers).
Thanks for pointing me to this thread.
I actually experimented with CustomDepth and CustomStencil but I never had the idea to put it on the actual mesh.
Also thanks for uploading your solution.
I’ll try it later and report back then!