the gmpreussner said that “This is not supported yet.”
Eight months later, I use UE4.16 preview 1, still have the problem.
When rendering small size resolution, the problem is not obvious, can endure.
When rendering large size resolution, the result will be wrong.
I’m not sure whether the expression can let you understand, so I recorded a video:
The problem seems to have happened for a long time, I’m not sure if my operation has a problem, I hope I can get the official reply
The reason you’re seeing it work better at smaller resolutions is because the media ends up playing back in real-time, but your sequence isn’t playing in real-time for renders. So when you render at lower resolutions, it renders each frame much faster (maybe even close to real-time), but when a frame renders slower (like with a higher resolution) the problem becomes more pronounced. Does that make sense?
We’ve heard of people using a method of advancing the frames of the movie one at a time as the sequence renders. If you do this though, you’ll want to give some lead time so that the media has time to load, then OnMediaOpened to get duration and start everything up.
Thanks for your reply,i use “seek” almost solve this issue,if the resolution size bigger or the scene complicated,still can’t perfect sync,of course much better than before.
I can’t understand why still have this issue,can you give me some advice?
Sorry for the delay, but I’ve emailed one of our engineers about this. I don’t know if you’ve had any progress since your last post, but let me know if you’ve already figured it out.
So right now I’d treat this as just a bug that will be fixed in a later release. Our engineer is slammed right now and said your workflow looks like it’s the best workaround we can do for the moment.
I’m trying to reproduce your fix with your mediaplayer_issue.jpg image as reference. When I play in editor, the video doesn’t play with the right play rate. What did you put in the timeline node?
For anyone else facing this issue (still present in 4.25, 4.24, …) here’s how I managed it:
add an event track in the sequencer
open the DirectorBP (what a discovery…!) and place a call in first frame
inside the funcion send the Director receference outside to some blueprint…
in your Bp get the Director reference and access his Player
from that you can have the sequencer time!
convert that to seconds, and set the medias accordingly!
This helped me couple times with both videos and audios.
Anyway it is not a perfect solution, there can be problems, I imagine because of fps differences, time conversion, etc…
Ideally there should be a seek to frame for every cinematic asset (media, sound, sequence, etc…)
Anyway it seems that generally at now is better for videos to have png sequences!