I’m not totally sure if this is a bug, but I can’t find any suitable work around, nor can I find a source to check if I’m utilizing the node correctly.
Begin Play → Attempt to Open Video → Output Result → Create and add widget to viewport
On tick → Check if the video is ready → if it is ready “Play” once → else output failure
If I force “Open Source” to fail (ie. make it load no videos) the app will open on the Tablet and inform me that it has failed. If I have a successful “Open Source” the app opens, loads the splash screen, runs 1 or 2 frames, then closes itself.
I can just barely see the output before it closes saying:
Fail
true
I have also tested this with a single Open Source node:
Is there a way to access the log file on the tablet?
I don’t know of any ways to pull files off Apple products. I can’t seem to use “Launch to Device” because while the computer can see the tablet in iTunes Unreal isn’t seeing the device.
Please provide the log file, so we can see the callstack. Otherwise it’s impossible to say what crashed.
Your Blueprint looks OK, but it can be greatly improved by hooking into the media player’s OnMediaOpened and OnMediaOpenFailed events instead of polling IsReady in Tick.
Thanks, that was the correct log file. Unfortunately, it didn’t finish writing out, so we still don’t know what happened.
There was a media crash on iOS that got fixed just a couple days ago. Maybe that’s what you’re seeing. I’m going to assign our iOS programmer to this thread - perhaps he can provide more details.