Navigation
API > API/Runtime > API/Runtime/MoviePlayerProxy
This provides a mechanism to connect the engine (the client) to a movie player (the server).
Engine code can call BlockingStarted/Tick/Finished around blocking areas.
The movie player can call RegisterServer/UnregisterServer so it can receive the calls from the engine.
| Name | FMoviePlayerProxy |
| Type | class |
| Header File | /Engine/Source/Runtime/MoviePlayerProxy/Public/MoviePlayerProxy.h |
| Include Path | #include "MoviePlayerProxy.h" |
Syntax
class FMoviePlayerProxy
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| Server | IMoviePlayerProxyServer * | Our current worker that handles blocks. | MoviePlayerProxy.h |
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void BlockingFinished() |
Call this once the blocking operation is done to shut down the movie player. | MoviePlayerProxy.h | |
static void BlockingForceFinished() |
Call this to make sure the movie player is no longer running. | MoviePlayerProxy.h | |
static void BlockingStarted() |
Call this before doing a blocking operation on the game thread so that the movie player can activate. | MoviePlayerProxy.h | |
static void BlockingTick() |
Call this periodically during a blocking operation on the game thread. | MoviePlayerProxy.h | |
static void RegisterServer
(
IMoviePlayerProxyServer* InServer |
Call this to hook up a server. | MoviePlayerProxy.h | |
static void SetIsSlateThreadAllowed
(
bool bInIsSlateThreadAllowed |
Call this to prevent the movie player from using the Slate thread. | MoviePlayerProxy.h | |
static void UnregisterServer() |
Call this to unregister the current server. | MoviePlayerProxy.h |