Hi Folks,
we're encountering problems with the implementation of the media player framework for the unreal engine and iOS16. What the guys at epic are doing is basically calling
(AVPlayerItem* PlayerItem;) [[PlayerItem asset] loadValuesAsynchronouslyForKeys:@[@"tracks"] completionHandler:^ [...]
to load the local asset and than (AVPlayer* MediaPlayer;) [MediaPlayer replaceCurrentItemWithPlayerItem : PlayerItem];
to set the asset and
[MediaPlayer prerollAtRate:1.0f completionHandler:^(BOOL bFinished) [...]
to start preloading. At this point the player doesn't call the completionHandler anymore reliable since the release of iOS 16. Before everything was working flawless, but now most of the time the asset loading fails without errors. Any thoughts what might have changed with ios16? Probably it's due to some threading issue. Any help highly welcome!