I currently have a MediaSource, MediaTexture, MediaPlayer that I’ve created programmatically in my GameMode.cpp (where I import a file and then create those media assets from it).
I want to eventually have a Widget’s Image reflect this media content, so I know I need to use the FSlateBrush’ MakeBrush node. However, I can’t immediately pass in my MediaTexture to the “MakeBrushFrom Texture” node OR the “MakeBrushFromMaterial” because the types are wrong.
Could someone please teach me how to convert a media texture to EITHER a material OR a Texture2D? What nodes would be used ?
In the asset browser right click on the media texture and there should be a create material option. Then inside the material make sure you set the domain from surface to ui
Thank you for the response - well since I’m creating the media texture programmatically in C++, I don’t actually have access to it in the asset browser
Currently I managed to make a new material via the “Create Dynamic Material Instance”, use the Set Texture Parameter value, and then pass in Media texture, but it’s not showing up on the static mesh actor!
If you are using it direct on a mesh then the material domain space needs to be surface, i thoight you was using it in UI widget. So make sure its set to the correct one