Very Slow In-Game Play Rate for Media Player

Hi there, can someone have a look at this blueprint and help me figure out why the play rate is so poor?

I’m playing multiple clips on a single Widget depending on the outcomes of the game.

Using custom events to play the specified media…

And a simple function to pull which media to draw on the widget.

I’m able to watch one or two clips no problem, but by the third the play rate is extremely slow and after that, its virtually just still shots.

I’m hoping maybe packaging the game would resolve the issue but am clueless at this point.

So this issue is still experienced after packaging. Really concerning. How would anyone be able to play back-to-back Media Player clips without lag?

Hardware being used is all top-of-the-line with 16 RAM and Graphics Card is GeForce GTX 1080 so its not an issue on that end.

Any ideas/advice would be much appreciated!

So after several hours I divided each clip into a seperate blueprint widget and experiencing the same issue.

Is Unreal Engine unable to handle streaming back-to-back media players? I don’t get it…

I don’t fully understand your problem. What exactly are you trying to do? Loop the same clip several times?

If it gets slower each loop, it sounds like you’re opening a new player each loop, while the old players keep playing (although hidden). So after a while you have multiple players playing in parallel, which will get slow.

Thank you so much for your reply!

I want to play a clip and then a different clip after that. The clips are not set to loop, there shouldn’t be any looping at all.

For example, if you chose Path A, you see Clips 1,3,5
if you chose Path B, you see Clips, 2,4,6…

Ok, you have two options…

First, you can reuse the same MediaPlayer over and over again. Just open a new media source asset using the MediaPlayer’s OpenSource() function (also available in Blueprint) each time you want to play a new movie.

Second, if the collection of videos you want to play is always the same, you could also set up a MediaPlaylist asset, which is basically just a collection of multiple media source assets. You can open the playlist in the media player using the OpenPlaylist() function (also available in Blueprint). The media player will then automatically cycle through the list.

In either case, make sure that you are not creating a new MediaPlayer each time. Each media player will take up resources, and if they quietly keep playing in the background, your system will come to a standstill.

Also, you can close a media source loaded into any MediaPlayer using the Close() function (also available in Blueprint).

Thank you, I believe I understand the issue now.

Could I trouble you to take a screenshot of the BP nodes I’d need to use?

I’m using 4.11 due to experiencing difficulties with thr newer releases.

Ah I see…that explains it.

An issue with Set View with Target Blend, where the camera would not switch with a ‘0’ or near 0 blend time resulted in unpleasant flickering between actor cameras. I wasn’t able to resolve it and this game’s development (besides this last bit utilising Media Player) is complete.

This is the only issue preventing it from launch.

4.11 is very old. There are many problems with media playback. I strongly recommend you switch to 4.14 (or the current 4.15 preview if you feel brave)!

What difficulties are you experiencing with newer releases?

I’m marking this as resolved, as I understand Unreal 4.11 doesn’t have the compatability necessary to achieve this.