So while making some tests with rendering an flash movie into an render texture it seems that whatever the movie is loaded it completly ignores the player input
In my gfx movie player defaultproperties i alredy set bCaptureInput to true but It seems that it just gives the same result i can move jump etc do any action
I tried instead of rendering the movie in a render texture render it on full screen and the input seems to worked but i only need the movie to be on the render texture rather than fullscreen
here is my gfx movie player code
Code:class GFxCKMovie extends UTGFxTweenableMoviePlayer; var GFxClikWidget ScrollingList; var GFxClikWidget FoodList; var array<SapituInventory> ToCookItems; var GFxClikWidget Icon1,Icon2,Icon3; var GFxClikWidget LockedBtn1,LockedBtn2,LockedBtn3; var GFxClikWidget NormalBtn1,NormalBtn2,NormalBtn3; var bool bInventoryVisible; var bool bSlot1Unlocked,bSlot2Unlocked,bSlot3Unlocked; var bool bSlot1Selected,bSlot2Selected,bSlot3Selected; var int SelectedIndex; var array<string> CookedItems; var string FoodName; var int SlotIndex,FoodIndex; var tfpPlayerController PC; function InitMovie() { AddFocusIgnoreKey('Escape'); AddFocusIgnoreKey('E'); AddFocusIgnoreKey('e'); } function SetInventoryVisible(bool val) { if(val == true) { ScrollingList.SetVisible(true); } if(val == false) { ScrollingList.SetVisible(false); } } event bool WidgetInitialized(name WidgetName, name WidgetPath, GFxObject Widget) { PC = tfpPlayerController(GetPC()); SetUpDataProvider(ScrollingList); SetInventoryVisible(false); switch(WidgetName) { case ('sl') ScrollingList = GFxClikWidget(Widget); SetUpDataProvider(ScrollingList); UpdateCKList(); ScrollingList.AddEventListener('CLIK_itemPress',OnClickHandler); break; case ('slot1') LockedBtn1 = GFxClikWidget(Widget); ScrollingList.AddEventListener('CLIK_OnPress',slot1func); break; case ('slot2') LockedBtn2 = GFxClikWidget(Widget); ScrollingList.AddEventListener('CLIK_OnPress',slot2func); break; case ('slot3') LockedBtn3 = GFxClikWidget(Widget); ScrollingList.AddEventListener('CLIK_OnPress',slot3func); break; case ('icon1') Icon1 = GFxClikWidget(Widget); break; case ('icon2') Icon2 = GFxClikWidget(Widget); break; case ('icon3'): // this assumes your Scrolling List has an instance name of 'sl' in Flash. Icon3 = GFxClikWidget(Widget); break; case ('fl'): // this assumes your Scrolling List has an instance name of 'sl' in Flash. FoodList = GFxClikWidget(Widget); SetUpDataProvider2(FoodList); UpdateCKList(); ScrollingList.AddEventListener('CLIK_itemPress',FoodOnClickHandler); break; } return true; } function UpdateCKList() { SetUpDataProvider2(FoodList); } function UpdateInventory() { SetUpDataProvider(ScrollingList); } function SetUpDataProvider(GFxClikWidget Widget) { local byte i; local GFxObject DataProvider; local GFxObject TempObj; PC = tfpPlayerController(GetPC()); DataProvider = CreateArray(); switch(Widget) { case (ScrollingList): for (i = 0; i < PC.char.inventory.Length; i++) { TempObj = CreateObject("Object"); TempObj.SetString("label", PC.char.inventory[i].item.DisplayName); //TempObj.SetString("iconimage", PC.char.inventory[i].item.ItemIcon); //TempObj.SetString("itemCount", " "$PC.char.inventory[i].item.Count); // TempObj.SetString("label", "SDADSSD2"); // this will be displayed in the list DataProvider.SetElementObject(i, TempObj); } break; default: break; } Widget.SetObject("dataProvider", DataProvider); } function SetUpDataProvider2(GFxClikWidget Widget) { local byte i; local GFxObject DataProvider; local GFxObject TempObj; PC = tfpPlayerController(GetPC()); DataProvider = CreateArray(); switch(Widget) { case (FoodList): for (i = 0; i < ToCookItems.Length; i++) { TempObj = CreateObject("Object"); TempObj.SetString("label", ToCookItems[i].item.DisplayName); TempObj.SetString("iconimage", ToCookItems[i].item.ItemIcon); //TempObj.SetString("itemCount", " "$PC.char.inventory[i].item.Count); // TempObj.SetString("label", "SDADSSD2"); // this will be displayed in the list DataProvider.SetElementObject(i, TempObj); } break; default: break; } Widget.SetObject("dataProvider", DataProvider); } function OnClickHandler(GFxClikWidget.EventData ev) { SelectedIndex = ev.index; if(bSlot1Selected == true) { NormalBtn1.SetText(pc.char.inventory[SelectedIndex].ItemName); Icon1.SetString("source",pc.char.inventory[SelectedIndex].item.ItemIcon); ToCookItems.AddItem(PC.char.inventory[SelectedIndex]); } if(bSlot2Unlocked == true && bSlot2Selected == true) { NormalBtn2.SetText(pc.char.inventory[SelectedIndex].ItemName); Icon2.SetString("source",pc.char.inventory[SelectedIndex].item.ItemIcon); ToCookItems.AddItem(PC.char.inventory[SelectedIndex]); } if(bSlot3Unlocked == true && bSlot3Selected == true) { NormalBtn3.SetText(pc.char.inventory[SelectedIndex].ItemName); Icon3.SetString("source",pc.char.inventory[SelectedIndex].item.ItemIcon); ToCookItems.AddItem(PC.char.inventory[SelectedIndex]); } } function Slot1Func(GFxClikWidget.EventData ev) { bSlot1Selected = true; SetInventoryVisible(true); } function Slot2Func(GFxClikWidget.EventData ev) { SlotIndex = ev.index; } function Slot3Func(GFxClikWidget.EventData ev) { SlotIndex = ev.index; } function FoodOnClickHandler(GFxClikWidget.EventData ev) { } function CookItems(GFxClikWidget.EventData ev) { } defaultproperties { bCaptureInput = true; bTakeFocus = true; bIgnoreMouseInput = false; WidgetBindings.Add((WidgetName="sl",WidgetClass=class'GFxClikWidget')) WidgetBindings.Add((WidgetName="slot1",WidgetClass=class'GFxClikWidget')) WidgetBindings.Add((WidgetName="slot2",WidgetClass=class'GFxClikWidget')) WidgetBindings.Add((WidgetName="slot3",WidgetClass=class'GFxClikWidget')) WidgetBindings.Add((WidgetName="fl",WidgetClass=class'GFxClikWidget')) RenderTexture = TextureRenderTarget2D'SK_Journal.Test' MovieInfo=SwfMovie'SURVIVORFlash.CKMovie' }
i alredy tried using an second "Empty" flash movie to take input but then i cant even move the mouse in my first flash movie



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