@13:18 - the 'loop' glitch....it was just a note for myself to remember to go back and look at the loop fix. THANKS for a super awesome explained video!!! 22 minutes and it took me 3 days to take in all the information you provided. Oh what a wonderful help! Bless you, sir!
Ok, so I did some digging, and I think I found the solution for this issue. I'm not a pro, but I fixed this issue like this. 1. Edit the Material (M_TV) to make the "Texture Sample" tileable. To change its tiling and also its offset (if you need this), then add the following: - Create 4 parameter nodes and call them "U Tiling," "V Tiling," "U Offset," and "V Offset," and set all of them to 1 (if you already know your video is going to be 16x9, then set "U Tiling" to 9 and "V Tiling" to 10 ... you can adjust it later with a material instance). - Connect "U Tiling" and "V Tiling" to an "Append" node and do the same with "U Offset" and "V Offset" (I put "U" nodes into the A slot and "V" into the B slot, but I think it doesn't matter). - Connect both Append nodes separately to a "Multiply" node and set the B value to 0.1 (for finer adjustment). - After the Multiply node of the Tiling string, connect another Multiply node and connect A to a "TexCoord(0)" node. - Connect the Multiply node from the Tiling string and the Multiply node from the Offset string to an Add node (this combines both tiling and offset). - Connect this final Add node into the UVs slot of the "Texture Sample" node. Sounds complex, I know, and it might not be the smartest way, but it worked for me. I always use this method if I want to tile something precisely along two axes. 2. Now, let's check your 3D Model! You need to make sure that the UVs of your TV model are also unwrapped correctly and at the right scale. For this, I did the following: - I made a normal cube in Blender that has the aspect ratio of 16x9. - Unwrapped this cube and made sure that the UV is scaled properly by using a checkerboard texture. The UV needs to have the right and same ratio of 16x9. - If that is done correctly, you can now import this model into Unreal. - Bonus: If your TV has multiple materials and you don't want the display to just be a cube, then assign other/more materials to the areas that should later in Unreal have the other materials too (like the plastic of the shell of the TV). - In Unreal, I recommend making a material instance of your M_TV material (right-click, material instance) to be able to adjust your tiling settings and apply this MI_TV material instead onto your TV. If everything is done right, it should look normal again. :) Please feel free to message me if you have more questions or need further explanations!
Hi When I finished all the work, the TV program in the scene was playing normally. But when I wanted to export it as a video, the video playback in the scene stopped. Why is this?
is there a way to make it work in a level sequence? I want to make a cinematic and i need the tv to work, but when i play the sequencer it doesnt really work
This is the best tutorial I watched it for video Material on TV The main problem always when you hit render it in Animation sequence, it is very slow or playing slow without matching with animation camera.. I tried with a lot of ways to get fix this problem but no way to fix If you have any solution for this problem it's very nice and big thank you for help
I would rather be interested in how to start an interaction e.g. by pressing [E] to start the video, or how to create a playlist and you can scroll through various films, for example, to select them. I still lack the expertise to create them myself.
Hey, I've got a question. I'm trying to have two TVs playing two different media at the same time. I added another FMS source into the same media player and then in the TV blueprint, exposed the "Media Source" in the Open Source node so I could pick which video I wanted to play. However when I duplicate my TVs and pick the new video, they BOTH play the same video. Is it because the Media Player is the same? Do I need a different media player for each source, or can I have many sources under one media player?
hello thank you so much for the video, how do i get my tv to play while i'm not hitting the play button? i need it to move while i film it with a camera
Does UE just crash for anyone else after encoding a video with HandBrake? The moment I set the path to a video in a file media source and try to save it just crashes. UE5.4 here
If you mean the video won't play when pressing open, your video (while being mp4) isn't supported. I talk about how picky Unreal Engine is with certain media and how to fix that at 4:18. As another work around, if you are on 5.3, they actually fixed the Windows Media Foundation player and other players, and those are less picky with media. :-)
i am trying to make an interactive mobile, something like the one in gta5, i already have the mobile created and the environment, i just need to know how to make it interactive in UE5. can you make a video of how to do it?
So this has so many bugs, I don't know what I could tell you to get help. Player randomly stops playing. Opening the player in blueprints doesn't play the player even with play on open ticked. I cannot get videos or sounds to play when in game, but for about 5 times, when I double click the media in the media player window, it plays correctly, after about the 5th time it stops playing on double click all together. This this has been broken for so many years and Epic wont fix it. so many have these kind of issues. I cannot use Directx 11 because I am in UE5.2 and other things will break. Resetting the engine starts the clicking process all over again. I don't want to buy a plugin only for that not to work too. Do you know what could be wrong?
That's a hard one to answer. I've had a few problems with the WMF player with Unreal Engine 5.2, which sounds similar to what you're experiencing now. Electra has fixed all those problems for me without having to move the project to DirectX 11. Unreal Engine 5.3 has secretly put out fixes relating to media players (which I've tested and found WMF to work perfectly now), but of course if you're using C++ or plugins that are slow to update, then updating the engine is easier said than done. If it's too much of a hassle to update, try the following: Open the media file in blueprint, then use the OnMediaOpened event binding to check when the media is opened. Then, manually use a Play node for it, since sometimes open on play is buggy for people. Then, disable open on play in the media source. Other than that, there really isn't much to be done here. Epic isn't really putting any love into media players. An alternative that should work is Bink (which is now free for UE5). It's built into the engine, compresses videos heavily without losing too much detail and runs really well, but it has quite a bit of setup to work (and uses custom nodes for media).
This video was recorded on 5.2, but I've tested it on 5.3 and it works perfectly. The WMF player was also fixed in 5.3 from my testing, so it's worth giving it a try if your game is only going to be on windows. :-)
Hi, we're looking to purchase a video tutorial from you for a similar subject that you've covered here if it's something you'd be interested in? Do you know how we'd use your technique for an A.R presentation on the Quest 3 headset. We need to create a large format LED screen 3D asset for a client that can show sports and music concerts, (not live), and would like to demonstrate on the side of their real building as an example. Thank you.
@13:18 - the 'loop' glitch....it was just a note for myself to remember to go back and look at the loop fix.
THANKS for a super awesome explained video!!! 22 minutes and it took me 3 days to take in all the information you provided. Oh what a wonderful help! Bless you, sir!
thank you! ive been using your old tutorial so this came in perfect time
No problem! Thanks for watching :-).
you are incredible. you helped me on so many problems i had with only one tutorial. thank you so much
10:45 if you don't see any material tab, compile your blueprint (top left corner).
¡MUCHAS GRACIAS!
Just wonderful!!!!!
So the video doesn't fit the screen size of my tv, is there a way to fix this?
Ok, so I did some digging, and I think I found the solution for this issue. I'm not a pro, but I fixed this issue like this.
1. Edit the Material (M_TV) to make the "Texture Sample" tileable. To change its tiling and also its offset (if you need this), then add the following:
- Create 4 parameter nodes and call them "U Tiling," "V Tiling," "U Offset," and "V Offset," and set all of them to 1 (if you already know your video is going to be 16x9, then set "U Tiling" to 9 and "V Tiling" to 10 ... you can adjust it later with a material instance).
- Connect "U Tiling" and "V Tiling" to an "Append" node and do the same with "U Offset" and "V Offset" (I put "U" nodes into the A slot and "V" into the B slot, but I think it doesn't matter).
- Connect both Append nodes separately to a "Multiply" node and set the B value to 0.1 (for finer adjustment).
- After the Multiply node of the Tiling string, connect another Multiply node and connect A to a "TexCoord(0)" node.
- Connect the Multiply node from the Tiling string and the Multiply node from the Offset string to an Add node (this combines both tiling and offset).
- Connect this final Add node into the UVs slot of the "Texture Sample" node.
Sounds complex, I know, and it might not be the smartest way, but it worked for me. I always use this method if I want to tile something precisely along two axes.
2. Now, let's check your 3D Model! You need to make sure that the UVs of your TV model are also unwrapped correctly and at the right scale. For this, I did the following:
- I made a normal cube in Blender that has the aspect ratio of 16x9.
- Unwrapped this cube and made sure that the UV is scaled properly by using a checkerboard texture. The UV needs to have the right and same ratio of 16x9.
- If that is done correctly, you can now import this model into Unreal.
- Bonus: If your TV has multiple materials and you don't want the display to just be a cube, then assign other/more materials to the areas that should later in Unreal have the other materials too (like the plastic of the shell of the TV).
- In Unreal, I recommend making a material instance of your M_TV material (right-click, material instance) to be able to adjust your tiling settings and apply this MI_TV material instead onto your TV.
If everything is done right, it should look normal again. :)
Please feel free to message me if you have more questions or need further explanations!
Hi When I finished all the work, the TV program in the scene was playing normally. But when I wanted to export it as a video, the video playback in the scene stopped. Why is this?
is there a way to make it work in a level sequence? I want to make a cinematic and i need the tv to work, but when i play the sequencer it doesnt really work
This is the best tutorial I watched it for video Material on TV
The main problem always when you hit render it in Animation sequence, it is very slow or playing slow without matching with animation camera..
I tried with a lot of ways to get fix this problem but no way to fix
If you have any solution for this problem it's very nice and big thank you for help
I would rather be interested in how to start an interaction e.g. by pressing [E] to start the video, or how to create a playlist and you can scroll through various films, for example, to select them. I still lack the expertise to create them myself.
Hey, I've got a question.
I'm trying to have two TVs playing two different media at the same time.
I added another FMS source into the same media player and then in the TV blueprint, exposed the "Media Source" in the Open Source node so I could pick which video I wanted to play. However when I duplicate my TVs and pick the new video, they BOTH play the same video.
Is it because the Media Player is the same? Do I need a different media player for each source, or can I have many sources under one media player?
Hi, is there a way to make multiples screens showing different videos using the same technique here?
After creating is this something that can be imported into UEFN?
anyone found a fix for the screens resolution being too small or to be able to adjust the size of the video for the screen itself?
What can I do to save a frame in the video from the media player? I need to encode this image to base64
Is it possible to use a streaming link video instead of an entire file? Thanks :)
hello thank you so much for the video, how do i get my tv to play while i'm not hitting the play button? i need it to move while i film it with a camera
Great tutorial
Thank you :-)
yOU ARE GREAT!
why does my video stop playing when I exit game?
This was great. I made a remote in my scene and i would like it to be able to control the tv power on and off. Any suggestions on how to do this?
Made a video on that:
ua-cam.com/video/YKvJWv5QWfQ/v-deo.html
Does UE just crash for anyone else after encoding a video with HandBrake? The moment I set the path to a video in a file media source and try to save it just crashes. UE5.4 here
bro when i am trying to open the media file through unreal like at 3:50 it just shows the details window i can't play video there
If you mean the video won't play when pressing open, your video (while being mp4) isn't supported. I talk about how picky Unreal Engine is with certain media and how to fix that at 4:18. As another work around, if you are on 5.3, they actually fixed the Windows Media Foundation player and other players, and those are less picky with media. :-)
the same thing
i am trying to make an interactive mobile, something like the one in gta5, i already have the mobile created and the environment, i just need to know how to make it interactive in UE5. can you make a video of how to do it?
Has anyone found a fix for scaling the videos to fit?
So this has so many bugs, I don't know what I could tell you to get help. Player randomly stops playing. Opening the player in blueprints doesn't play the player even with play on open ticked. I cannot get videos or sounds to play when in game, but for about 5 times, when I double click the media in the media player window, it plays correctly, after about the 5th time it stops playing on double click all together. This this has been broken for so many years and Epic wont fix it. so many have these kind of issues. I cannot use Directx 11 because I am in UE5.2 and other things will break. Resetting the engine starts the clicking process all over again. I don't want to buy a plugin only for that not to work too. Do you know what could be wrong?
That's a hard one to answer. I've had a few problems with the WMF player with Unreal Engine 5.2, which sounds similar to what you're experiencing now. Electra has fixed all those problems for me without having to move the project to DirectX 11. Unreal Engine 5.3 has secretly put out fixes relating to media players (which I've tested and found WMF to work perfectly now), but of course if you're using C++ or plugins that are slow to update, then updating the engine is easier said than done. If it's too much of a hassle to update, try the following:
Open the media file in blueprint, then use the OnMediaOpened event binding to check when the media is opened. Then, manually use a Play node for it, since sometimes open on play is buggy for people. Then, disable open on play in the media source.
Other than that, there really isn't much to be done here. Epic isn't really putting any love into media players. An alternative that should work is Bink (which is now free for UE5). It's built into the engine, compresses videos heavily without losing too much detail and runs really well, but it has quite a bit of setup to work (and uses custom nodes for media).
is their any way to add an on/off button for your tv so the video stops when you press e ?
Instead of event begin if you use box collision, I think it works
which version of unreal do u use?
This video was recorded on 5.2, but I've tested it on 5.3 and it works perfectly. The WMF player was also fixed in 5.3 from my testing, so it's worth giving it a try if your game is only going to be on windows. :-)
@@InsertNameHereGameDev Thank u very much...
for me the video is sideways
anyone else have a video so large that only a small piece shows?
I have to
Hi, we're looking to purchase a video tutorial from you for a similar subject that you've covered here if it's something you'd be interested in?
Do you know how we'd use your technique for an A.R presentation on the Quest 3 headset. We need to create a large format LED screen 3D asset for a client that can show sports and music concerts, (not live), and would like to demonstrate on the side of their real building as an example. Thank you.
Hello, I would like to secure my video file so that it is not seen outside of the game. What can I do? Thank you.