I have a C++ routine to launch a media player video on a media plane. What I don’t seem to be able to do, is receive the event broadcast to blueprints when the video is done playing. Is there a way to register one of my C++ functions to receive the event Media player generates (OnEndReached, or EMediaEvent::PlaybackEndReached in MediaPlayer.cpp) to notify the class that the video is done?
I was thinking this would be something like when you AddDynamic for a collision handler? I couldn’t find anything in MediaPlayer.cpp to allow me to do this.
I had to give up and use a blueprint solution. By referencing the media player in the blueprint, I can get the OnEndReached for the video started within the C++ class. That blueprint event then calls a function within it’s parent C++ class to signal the end of the video. I am not sure why this works, but it’s functional.
If there is a real solution that anyone knows of, please let me know. There are some sections of our game where for development coordination purposes, I need to be able to do pure C++. The modeler does the blueprint work and trying to merge any changes I have for the blueprints is very error prone because it may be weeks before I get the prime copy of the game back and then have to remember all the little blueprint hacks I made. It would be far more convenient to receive the media player events directly in C++.