My idea for accomplishing the "Mirror Effect" first began with figuring out how to make reflective surfaces. This
was accomplished through the SceneCaptureReflectActor and Material Editor.
As a test, I wanted to see what a reflective floor would look like. So I built a basic room:
To create the "mirror", go into Actor Classes and find "SceneCaptureReflectActor" under the "SceneCaptureActor"
list.
You'll get a one-sided plane when you add this actor to the room.
Next, in the Generic Browser, create a new package and a new "RendertoTexture". You'll get this icon after you've
created one:
Select the SceneCaptureReflectActor in your level and look at it's properties. Under SceneCaptureActor, expand
the Capture tab and go to "Texture Target". Select your RendertoTexture from the Generic Browser and add it to
the ReflectActor's Texture Target.
While you're in the properties, expand the SceneCaptureReflectActor > Rendering tabs. UNCHECK "Hidden
Game?", otherwise you won't see the mirror/reflect surface in game.
Now create a new Material.
Select RendertoTexture from the Generic Browser and create a new Texture Sample in the Material Editor. Link it to the diffuse. Then, create a ComponentMask, make sure R and G are checked under it's properties, and link it to the texture sample. Finally, create a ScreenPosition, check Screen Align, and connect it to the mask.
Apply the material to the SceneCaptureReflectActor to get your reflective surface.
(Look under Subpages to find more parts to the Mirror Effect project.)