Hello everyone. I’ve recently built a simulation in UE4 that uses media textures extensively. When recording/rendering out a sequence via Sequencer, the media players continue in realtime while the rest of the game “pauses” as it renders out frames. The net effect of this is that all media textures look like they’re dropping frames and appear to playback at a higher framerate. (The frames are dropped every time the system takes a moment to render a frame.)
Is there an easy solution to force all media players in a level blueprint to move forward one frame per frame rendered vs normal playback speed?
Yeah, I was describing what will be available in 4.20 once it’s released.
If you’re able to build from source code, you can get the latest source from github and compile the engine yourself. The feature you’re looking for is checked into the latest github sourcecode.
@polemos can you find it logged in here? https://issues.unrealengine.com/
I could not find anything. I would like to know the stage of this development. It is truly devastating for me.
This problem gets fixed if you use an image sequence instead of a movie. Render out your movie to a JPG or PNG sequence and use that for the Media Player material and it will sync to the correct frame.