Uses a number of cameras rendering their view to a flat plane that can be applied to other objects. Based on the angle of the user, it will only render which cameras are actually necessary for performance reasons. Lighting that is “passed through” from these other portals is faked by programming dynamic lights that are timed to lighting events from the other cameras. Similarly, a water material is applied to the ground on one side to create the appearance that the rain is “passing through”.

Created in Unreal 4. Coded in Blueprint

Most of this work is just with cameras and materials. Each side of the cube is a scene that exists. There is a camera tied to that scene. As the player moves around, the cameras in those scenes move around. The capture of those cameras is dropped to a material that is placed on the cube. This allows it to appear as if the character is peering into an open world. For optimization, only the sides of the cube that can be seen are actively capturing data. The sides of the cube out of view are disabled for performance.