Partial rendering of an actors at multiple locations (for a portal system)

To elaborate a little bit on my question and especially the “Partial rendering of an actors at multiple locations” title of this thread: I was thinking that such an effect might be achieved by:

  1. Partially hiding the Actor’s mesh (or meshes if, for example, the actor is a Pawn that has multiple static meshes that have to go through the portal) past the location of the source portal
  2. Simultaneously rendering those hidden sections of the Actor’s mesh(es) at the location of the target portal

However, I don’t know whether such a procedure is possible in Unreal (and if so, how I would implement it).

I’m open to both C++ and Blueprint-based solutions.