For my horror game I used a pre-rendered jumpscare and added it to a widget, but when I trigger it it stays in the last frame for at least a second and then it plays the animation. According to ChatGPT, this happens because the video does not have time to load after getting triggered, but when I add a delay —no matter in what part of my logic I add it or how long it is— the animation simply will not play at all. My widget logic looks as follows:
Open Source (Media Player) → Rewind → Play
And my Jumpscare trigger looks like this:
Actor Begin Cursor Over → Create Jumpscare Widget → Add to Viewport
I haven’t done something similar, but this may be the problem. Isn’t the rewind taking for granted that the jumpscare has been played already? What if you rewind after you play it?
Hi @Someone07945 ,
I was reading the documentation and found some solutions that might be useful to you.
The first one says:
“If you are not automatically playing a Media Source on open and are using the Play function to start playback, it is advised that you do not chain the Play call directly after an Open Source or Open Playlist call. This is because it may take some time for the Media Source to open and the Play command will just return false and the movie will not play as expected. In these instances, you may want to use a binding event that is bound to the On Media Opened call”.
Thank you all for your answers
The solution that worked for me was simply enabling an option called “autoclear” in the media texture.
Hope this helps other people that might run into the same issue <3