There’s a room with a standalone doorframe in the middle, and the idea is that players only see the doorframe when outside, but when they open the door, they can see glowing white area behind it. I can’t make it just a plane, because door opens inside the glowing area and would intersect with the plane. How can I achieve it?
That’s what I thought! but in fact you can see the opposite wall of the glowing area through the flipped normal, so the whole thing ends up glowing from the outside
For the specifics you are going for, it may not be possible using the room as is. Instead, you may need to place the room elsewhere and use a seamless portal for the effect you want. Check out these non-Epic affiliated example (note this is an older example and more current examples do exists):
I hope the above points you in the direction of the solution you need!
This looks so cool! Though I think so long as my door opens inside the glowing area, it will intersect with the plane and disappear behind it in process of opening, which won’t look good.
Would you mind sharing more about the player’s view and what you specifically are trying to achieve? Screenshots would be best! I am positive we can figure out something that works!
Any additional specifics you provide may go a long way in solving your problem!
This is a VR game without movement. A player is in a big dark room with a closed door in a dooframe in the middle of it, just in front of where player stands. Only a door, no walls. Player can open it, and the door has to open forward, because there’s no much place to pull it. And they are supposed to see a white light behind the door when they open it. I won’t have access to my working PC for a while for taking screenshots, so I drew you a comic
P.S. For now I decided just to make a different form of glowing area, that is fully hidden behind the door and allows to push it up to 80° angle inside, which is enough. It kinda works for me, because when you try to look behind the door, you have to move very close to the border of the playing area, which is not something people tend to do on purpose. But if you are curious enouhg, you can still see some glowing pieces. So if there is any better solution, I will be happy to learn about it.
That is a tough ruleset. However, that does not mean its impossible. Probing further into your ruleset:
First and foremost can the player walk behind the door?
Does it matter if the door can be seen from the outside (when looking behind the door frame) once it has been opened?
If the answers are no for the above, you can try having two separate meshes. One that is just the door and the frame, the next being the room with the door and the frame. You can synch up the relative positions of the doors so that you always see the “door” after it’s been opened without fear of it becoming invisible when looking through.
hmm, I’m not sure I got you right. You mean to somehow synchronise doors in real room and “behind the portal” area, so when you open the real door, it will disappear behind the portal plane, but you will be able to see “virtual” door opening? It’s an interesting thing to try! I was thinking about just making glowing area mesh disappear when goggles cross a specific point, so players won’t see anything when look behind the frame.
But it is possible, and if you want to make it as hard for yourself as you can, using the render target method above, you can open the door on the destination mesh, and it will be seen at this end as if it’s opening into the ‘other realm’.
Thanks for checking in! We decided to stick with “not visible from the front view if you’re not too curious” solution. At least for now. I’ve been told that we can’t afford the fancy way, due to platform restrictions