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:
- 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
- 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.