UDN
Search public documentation:
FullScreenMovieApple_iOS
日本語訳
中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
UE3 Home > Mobile Home > Full screen movies in iOS
Full screen movies in iOS
Overview
Content creation
Movies
iOS supports multiple formats of movies, however at this time, we assume that all movies are M4V movies, with the .m4v extension. The size of the movie can be pretty much anything (the playback zoom the movie up to fit the screen, while maintaining the aspect ratio of the movie, filling in the rest with black). A size of 480x320 (for landscape applications) or 320x480 (for portrait) is pretty standard, as that is the size of the smallest format screen. Zooming up on the iPad generally looks good.Images
If the code can't play a movie (either because the movie doesn't exist, or it is running on OS version 3.1.3 or earlier), then it will attempt to find a .png file with the same name as the movie that was specified. The image, like movies, can be any size, but generally sizes match the screen resolution you are targeting. It is actually possible to have 3 different images based on the same name, that will chosen from depending on the device the game is running on. Assuming the movie name is Loading, the three files you could specify are:- IPadLoading.png - This would be chosen if the app is running on an iPad. Generally this would be 1024x768 (or 768x1024 for portrait apps)
- [email protected] - This would be chosen if running on a device with a Retina Display (iPhone 4, iPod Touch 4th gen). Generally this would be 960x640 (or 640x960 for portrait apps)
- Loading.png - This would be used in any other case (or if the above files don't exist). Generally this would be 480x320 (or 320x480 for portrait apps)
Specification
Important information about file case
The iOS API for loading movies/images is case-sensitive, so make sure that your movie names are specified (in the .ini or in code) with the exact case of the file on disk. In addition, the extension must be .m4v or .png (not .PNG for instance).Special "Startup" movie
Because the OS will display Default.png before your app even loads, and then there is some time before the engine has read in the .ini files, the iOS movie player will always attempt to play a movie / image called Startup as soon as the engine starts up. If you don't have a movie called Startup, then there will be a pause and a black screen for a short period before your normal startup sequence begins. Since we play movies early, specifying -nomovie on the commandline, or bForceNoMovies in your .ini file, does not have an effect on iOS.Specifying image display times
Since images don't have any timing information included in them, there are .ini settings to control the length of time images are shown. You can control how long each image is shown, or a general time for all images, or leave it at the default of 4 seconds. The time is determined in the following order (higher takes precedence):- Looks in the [FullScreenMovie] section of the engine .ini for a key called SplashTime_XXX, where XXX is whatever the the image is called (minus extension).
- Looks in the [FullScreenMovie] section for a key called "DefaultSplashTime"
- 4 seconds