Media Framework Autoplay is missing?

Hey everyone. I have a slight problem here. I am using media framework to render a movie trailer in my game. It works in the editor, but when I play the game, it stays black. I went through the official documentation again, and it told me to tick the ‘autoplay’ box. I navigate to the details panel and… it isn’t there? Where is it?

I would appreciate the help!


Hey StevenWaltherMedia,

This option has been removed as it was causing known and unwanted issues with video playback. If you would like it to auto-play, simply set the ‘Playback’ rate to 1.0.

Media Player Asset


Andrew Hurley

Is there any way to add this back in or create a blueprint to autoplay? “playback rate” does absolutely nothing for standalone game.

The auto-play was removed because it was causing users to crash and caused other problems with the videos playback. I just tested the blueprint logic below in a 4.10.1 project, and the ‘Set Rate’ node worked just fine.

’Set Rate’ for Media Player

Simply create a new Blueprint, create a new Media Asset reference variable, and call it to play or pause using the ‘Set Rate’ node.

If you have further questions, let me know.


Andrew Hurley

Could you please give us a step by step tutorial building this BP using 4.10. A lot of the tutorials are made with older versions of UE 4 and tend to get me lost rather than help me understand what is going on.

I just tested to make sure the tutorial I wrote still works in my own project, and it works as expected. I have written a few other tutorials you might want to have a look at as well.

Media Player Tutorial

Let me know if you are stuck or need additional assistance.


Andrew Hurley

Hi Andrew,

Just tested your Media Player tutorial and it works fine until I try it on a standalone game. I’m trying to make a stereoscopic 360º video from a shpere with the normals inverted for play it with oculus. I’m pretty new to UE so I would really appreciate any help with this issue.



Update. I managed to make it work on 4.11 :slight_smile:
Now I want to take it to the next level and make this texture dynamic with a look based input. Any ideas? :slight_smile:

You will need to use some ray casting in order to get that functionality to work. Take a look at the Using Raycasts (Tracing) in Blueprints documentation to get an idea of how to go about doing this.


Andrew H