Playing Videos in Editor (not in PIE)

Our project needs to be able to play multiple different movies in a scene while remaining in editor view (not PIE). Using a Movie Player and Blueprints, this is possible for a single movie with stock Unreal and is pretty simple to set up. However, we need this functionality in C++ and we have more or less set them up the same way, but the end result is that the movies do not play in editor. They do still work in PIE, which is great, but as stated previously we also need them to play in the editor view.

I have attempted several different strategies to get this to work with no success. In order to isolate the issue, I have created a demo project which shows the working version using a pre-defined set of assets as well as the non-working version using our custom C++ version both in the same scene. The demo project can be found attached to this thread. It contains a Demo Map with both the blueprint version and the native version of the video player actors in the scene.

I understand that this is not a typical use case and so information on this problem is very scarce. Hopefully, the solution is simple and I am just missing something here. As mentioned before, I have tried several iterations of this and most of those are not in the demo, but I am willing to try them again with new information.

Thanks in advance for taking the time to review this issue. I look forward to any guidance that can be given.

Steps to Reproduce
I have attached sample code of the issue. As I don’t believe this is a bug, I don’t really have specific repro steps for this. I think I am just missing something in setting this up.

I don’t see my attachments in the thread so I’m re-attaching them here.

SampleBlank.zip(32.3 MB)

Other attachment (seems to only allow 1 at a time currently).

SampleMovieCamera.zip(1.91 KB)

I received an email saying this would be closed due to no response, but I still haven’t received any answer to this question. I’m making this comment to make sure the question stays open.

Hello,

apologies for the late reply.

You are missing the call to

MediaTexture->UpdateResource();

after creating the texture and setting the parameters.

So this would have to look like this

MediaTexture = CreateDefaultSubobject<UMediaTexture>(TEXT(“MediaTexture”));

MediaTexture->NewStyleOutput = true;

MediaTexture->UpdateResource();

Regards,

Jens Petersam