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Mirrors and WarpZones
Document Summary: A guide to setting up WarpZones and Mirrors. Document Changelog: Last updated by Jason Lentz (DemiurgeStudios?), to include ConstantColor/Shader trick for WarpZone Portals. Original author was Jason Lentz (DemiurgeStudios?).Introduction
In this document you will see how to create various effects with BSP geometry using Mirrors, Portals, and WarpZones. This document assumes that you are familiar with the Unreal Ed interface and that you know the basics of using BSP geometry.Mirrors
You can turn any BSP surface into a mirror. To do so simply select the surface and then bring up the Surface Properties window (Hotkey: F5), and then check the "Mirror" box.

Mirror Limitations
As mentioned above, using mirrors in your game will limit the graphics cards that your game will run on, but there are also other limitations in using mirrors. One other big limitation is that you cannot have mirrors directly facing each other. If the mirrors behaved like true mirrors, this would cause an infinite amount of geometry to be drawn by the renderer and bring any game to a crashing halt. Unreal minimizes this problem by only rendering three relections deep and for the mirrored surface it displays the texture assigned to it. Another issue with looking into reflected reflections is that you will be able to see non-culled meshes that are on the other side of the mirror. Obviously, while facing mirrors will still technically work in game, neither of these side effects is exactly desirable so it is best to avoid having mirrors face each other.WarpZones
A WarpZone are small zones that appear to look into other Zones and allow Pawns to travel from their current Zone to the one they see in the WarpZone simply by passing through the portal into the WarpZone. To create a WarpZone you will need the following elements:- 2 (or more) small Zones (herein referred to as "WarpZones" ) that open up into the spaces to which you wish to teleport
- A WarpZoneInfo in each of the aforementioned small Zones

Setting up WarpZoneInfos
Once you've created your Zone for the WarpZone, you will need to place a WarpZoneInfo from the Actors Browser.

Correcting WarpZone Portals
Now you should have a functioning WarpZone that will transport you from one zone to the next, but your WarpZone ZonePortal may not be acting properly and instead of showing the next Zone, the texture shows up as whatever texture you assigned to it in the editor. To fix this you will need to create a special Shader. To create this Shader you will need to make two new Materials, a Shader and a ConstantColor. For the ConstantColor Material the only important setting is that its Alpha value must be 0. Then Open up the properties for the Shader and assign this ConstantColor Material to the Diffuse and Opacity channels.
WarpZone Limitations
Just as with mirrored surfaces, you should avoid having WarpZones look onto each other. The renderer will only display WarpZones three reflections deep and then render the texture assigned to the portal of that WarpZone. WarpZones are only used for teleporting Pawns. Below is a list of restrictions on WarpZones:- You cannot see other players through them
- Mirrors do not work correctly with WarpZones; avoid having mirrors face WarpZones
- You cannot shoot through them
- You cannot send other objects (e.g. KarmaActors) through them
- Only the first Destination is used (Destination 0)
- The OtherSideURL is no longer supported