![]() See the Image Media section of the Media Framework Overview for more information.įrom the Main Editor, in the Place Actors panel in the Shapes tab, drag a Plane into the Level and resize and position as desired. The Image Cache progress bar at the bottom of the Player window reflects the amount of content cached in memory (green means fully ready and loaded, yellow is currently being loaded, gray means it's being scheduled for loading).īased on your system hardware, the amount of caching and colors displayed may vary. This enables us to switch to our full resolution images, where if we open the Media Player asset and play our image sequence again, the Dimension values are different. In the Content Browser, open the MyImageSequence asset and clear out the Proxy Override section. In our example, we can see that the Dimension for our image sequence is 640 x 360 as we are currently set to use our lowres images. Your image sequence will start to play inside the Media Editor and if you click on the Info tab, you will see information about the image sequence that is playing. Inside the Media Editor, in the Details panel, enable the Loop option.Įnabling this option will cause the Media Player to continually loop (playback) our image sequence.ĭouble-click on the MyImageSequence asset to start playing the image sequence. Name the Media Player asset MyPlayer (which will automatically name the Media Texture) and double-click to open it. ![]() This will create and automatically assign a Media Texture asset that is associated with this Media Player that will be used for playing our image sequence. In the Create Media Player window, enable the Video output Media Texture asset option, then click the OK button. The Media Player asset is what we will use to play back our image sequence we have created. Right-click in the Content/Movies folder and under Media, select Media Player. The Proxy Override path must point to a folder of the same name, in the same directory structure as your full resolution images in order to locate it. ![]() Working with the lower resolution image files will reduce the memory requirements and provide a more optimized experience than working with the full resolution files. Here we are pointing to a folder called lowres containing our lower resolution images that we will use for development. button next to Sequence Path and point it to the first image in your image sequence.Ĭlick the Advanced Options rollout button to expand the Sequence options and under Proxy Override, enter lowres. Inside the new MyImageSequence asset, click the. ![]() Right-click in your Content/Movies folder and under Media, select Img Media Source and call it MyImageSequence. There is no need to import the images into the project as we can point to where they are located within our project's directory. Return to the Editor and click the Don't Import button on the Auto-Import dialog window inside your Unreal Engine 5 project. This is more efficient and will help minimize any performance issues when working with larger image sequences and file sizes. The Media Framework tools provide a way for you to work with (typically) lower resolution versions of your images through media source proxies during development. We also created another folder called lowres that contains lower resolution versions of the images in our sequence. In the image above, we have created a new folder within Content/Movies called UE5_Images and within it, placed our JPG images. Place the images from your Image Sequence inside the Content/Movies folder. While not required, in order to package and deploy your media with your project correctly it is recommended you place it inside Content/Movies folder.
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