I tried
UMediaPlayer media = new UMediaPlayer() but the constructor doesn’t seem to work.
Hi! 4nof First read this https://docs.unrealengine.com/en-us/…jects/Creation
UMediaPlayer *media = NewObject<UMediaPlayer>();
media->Play();
media->Pause();
Hope this helps!
theMediaPlayer = NewObject<UMediaPlayer>()
too few arguments in function call
*theMediaPlayer = NewObject<UMediaPlayer>()
too few arguments in function call
theMediaPlayer
0x0000000000000000 <NULL>
UObject: <struct at NULL>
OnEndReached: {...}
OnMediaClosed: {...}
OnMediaOpened: {...}
OnMediaOpenFailed: {...}
OnPlaybackResumed: {...}
OnPlaybackSuspended: {...}
OnSeekCompleted: {...}
OnTracksChanged: {...}
CacheAhead: Ticks = ???
CacheBehind: Ticks = ???
CacheBehindGame: Ticks = ???
NativeAudioOut: <Unable to read memory>
PlayOnOpen: <Unable to read memory>
Shuffle: <Unable to read memory>
Loop: <Unable to read memory>
Playlist: <Unable to read memory>
PlaylistIndex: <Unable to read memory>
TimeDelay: Ticks = ???
HorizontalFieldOfView: <Unable to read memory>
VerticalFieldOfView: <Unable to read memory>
ViewRotation: {Pitch=??? Yaw=??? Roll=??? }
MediaEvent: {...}
PlayerFacade: {...}
PlayerGuid: {A=??? B=??? C=??? ...}
PlayOnNext: <Unable to read memory>
AffectedByPIEHandling: <Unable to read memory>
WasPlayingInPIE: <Unable to read memory>
This is from my immediate window.
I think that constructor/newObject factory needs some arguments added, I’m not sure what they are though
I tested in UE 4.18.3
Hi! in file <ProjectName>.Build.cs update ~line 11
PublicDependencyModuleNames.AddRange(new string] { "Core", "CoreUObject", "Engine", "InputCore", "MediaAssets" }); // add MediaAssets
// MyActor.h
#include "Runtime/MediaAssets/Public/MediaPlayer.h"
// ...
private:
UMediaPlayer *mediaPlayer;
// ...
// MyActor.cpp
// ...
void AMyActor::BeginPlay()
{
Super::BeginPlay();
mediaPlayer = NewObject<UMediaPlayer>();
}
Work perfect for me. No crash.
That works. I sent it to blueprints and added a media player setting there, it works now . Thanks.
Ok! Never give up!