Unwanted frame when teleporting player with Seamless Portal

Hi,

We are currently working on a student game in UE 5.1, and we have implemented a seamless portal system similar to Portal. The game is in first person view. We use the scene capture component to render the linked portal view.

We are having trouble with the transition when the player goes through the portal and teleports to the next one.

As you can see from the gif, there are one or two frames that show unrendered background objects. This breaks the effect of seamless teleportation.

Animation

We were hoping that setting these flags to true would handle teleport rendering. But we did not observe any change.

Did someone know how to solve this issue ? Thanks !

I don’t know about doing it in C, but I discovered that when you do it in blueprint, it would always look shonky until I actually used ‘teleport’ to move the player ( the node, rather than just moving the pawn ).

It seems the code behind that node understands how to jump the player without dodgy inbetween frames.

I assume there’s a call for that also in C?

( I don’t use CPP, so this may be rubbish :slight_smile: )

Thank you for your answer but it doesn’t seem to change anything at all as you can see:

ShittyFrame

Darn. Worth a shot… :melting_face:

What is IN that frame, actually. It might give you a hint.

Are you moving the player or respawning. It looks a bit like when you get transferred to ( or spawned at ) the origin.

We are actually changing the player location, we don’t spawn a new one.

I see sky ( I’m pretty sure… )

We checked the player’s location every frame, but he never went to the origin point. Yes it’s the sky that we see, it seems that the “distant” objects are not rendered in the first frame after the teleportation.

Hmm…

The system is already rendering the scene for the texture camera, I wonder why it stops doing that.