Very much doubt this is true from any standpoint based on the fact youtube offers an Embed Link for you to embed the video stream wherever you please.
Noy saying you are flat out wrong (meaning those interested need to go read up the legal yourube crap for themselves) but based solely on the fact they allow the behaviour by design, you may be…
Notice that the outlined solution probably requires stream URL updates from time to time. But it shows a way to stream YouTube from Unreal without extra plug-ins and should be good for live streams, testing, and in case the URL uptime is sufficient.
If its based on the botched Web display thing, then its just not going to work.
Its basically whatever ancient version of Trident they built into the engine.
If you knew enough you could attempt to get some source from Chrome and implement your own web browser thing that you will also need to keep updated with each release - and over they years (of disuse) it would completely stop working.
It goes back to whatever they said above.
If you need the video to exist and keep existing through time, you need to download it and package it with the game.
Otherwise, you are pretty much stuck with the web system you come up with or that epic comes up with - which many times just doesn’t work… (like the whole engine? How nice hu?)
There is another (free) browser on the market which I think works for YouTube (not tested recently), but this is not feasible since I need YT display in a market place project.
hey, and what if i want to stream a specific LIVE video, like a video game tournament match.
Inside the unreal engine game project i just need it in that moment, like for example a virtual reunion with people using avatars, and sitting on a couch to watch the virtual TV, which is showing the live stream
I would do some testing on it before going out to develop the reso of the environment and setup.
The issue you have with live stuff is that the stream’s link cant ve coded into the client before the stream starts 90% of the time.
Yoy could work around that by extracting the stream link off a text document served by a website or some similar work-around of sorts.
Run a few test on the base component, see if you can even get it to work on some random livestreams from the same source you wish to use. Move on from there…
ah yes, i remember someone told me i could have something added to the server side of the project, using a string kind of thing, so i could edit the video link without having to rebuild the project each time there is a new stream
also, i was thinking maybe i could just add a browser and show the video not directly but indirectly by sharing the browser as if i was recording the website
i dont know if that makes sense. If i am showing the web rather than only the video, then the web would show the new streaming?
however someone inside the game should have access to use that browser, like an admin/moderator that is the only one that has the TV controller