OlexandrI
(OlexandrI)
1
in .h
USTRUCT(BlueprintType)
struct FCEMovie
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "LevelInstances Struct")
FString Name;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "LevelInstances Struct")
FString Movie;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "LevelInstances Struct")
uint32 AutoFade : 1;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "LevelInstances Struct")
uint32 LoadOnStart : 1;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "LevelInstances Struct")
UMediaTexture* Text;
};
And VisualStudio 2013:
error: Unrecognized type 'UMediaTexture'
Engine version - 4.6.1
UMediaTexture
— Thank you in advance! —
OlexandrI
(OlexandrI)
2
New errors
D:\Programs\Installed\UE4\Epic Games\4.6\Engine\Source\Runtime\MediaAssets\Public\MediaTexture.h(149): error C2065: FMediaSampleBuffer: undeclared identifier
probably, need to include something else?
#include “MediaTexture.h”
Also add the dependency to the MediaAssets module to your module’s Build.cs file:
PublicDependencyModuleNames.Add("MediaAssets");
OlexandrI
(OlexandrI)
4
add the dependency to the Media module to module’s Build.cs file:
PublicDependencyModuleNames.Add("Media");
and add to .h
#include "MediaSampleBuffer.h"
it’s work fine, but I’m not sure such a decision is correct
You are right, some forward declarations for Media types were missing. This should be fixed now in CL# 2447298 (GitHub commit)