4.13 Media Textures on iOS
So I have been trying to figure out how to use media textures on 4.13 for an iOS application using a mac for development. I run through the typical steps:
asked Sep 01 '16 at 07:28 PM in Rendering
So I just ran some tests on my end using a project I had set up for this exactly workflow. In my case I am actually rendering the entire movie in fullscreen using UMG, but the general principal is the same and requires the same file directory set up to work as expected.
Media Source Directory
Here I have made sure all of my Media files are within the Content/Movies folder and the path for the Media Source asset points to the video within my Unreal Project's Engine/Content/Movies directory.
Media Player - UMG
Here you can see I have created a Media Player variable and called the Open Source node referencing the specified Media Source asset. I then call it to Play along with the associated Media Sound Wave.
Media Player - Level Blueprint
Finally within the level blueprint I simply create the Widget Blueprint and call it to render to the viewport. The option controls like the 'Quit Game' node can be triggered via touch inputs or other miscellaneous events. I then Packaged under the Shipping Configuration and deployed the packaged ipa to the device. The result is my video plays upon launching the loaded default level.
Hopefully this helps clarify the process, but let me know if you have further questions or need additional assistance.
answered Sep 01 '16 at 08:07 PM
This is a bug. The path should already be saved as relative to /Content/Movies. I'll try to get this fixed in the next 4.13 hotfix.
This is OK. The viewport will always display the full URL, even if the file path stored in the asset is relative. For the 'Url' field in the media library tab I may change it to display the actual string stored in the asset, so that there's no confusion. I'll think about it some more.
Could you please send me the log file of the crash?
Don't do this. Either enable "PlayOnOpen" on the MediaPlayer asset and call Open from BeginPlay, or hook into the MediaPlayer's OnMediaOpened event and call Play from there. It takes some time to open a media source (especially if it is streamed), so you cannot call Play right away (it will simply return false).
answered Sep 01 '16 at 08:13 PM
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