VR loading splash screen in 4.14

Having trouble getting a VR loading splash screen to work on , it ends up just freezing the current frame and attaching it to my HMD as if that were the loading screen.

In my GameInstance constructor:

static ConstructorHelpers::FObjectFinder<UTexture2D> SplashScreenFinder(TEXT("Texture2D'/Game/UI/Images/splashscreen.splashscreen'"));
SplashScreenTexture = SplashScreenFinder.Object;

In my GameInstance::Init()

UStereoLayerFunctionLibrary::SetSplashScreen(SplashScreenTexture);
UStereoLayerFunctionLibrary::EnableAutoLoadingSplashScreen(true);

Then I’m testing using “ue4editor MyGame -game”, from my hub map, load into another level. Instead of the loading screen, I get a screenshot of my loading level attached to my HMD.

My texture is 1280x1215, no mip maps, B8R8G8A8.
Also tried 1024x1024 B8R8G8A8

Am I missing something?

Calling SteamVRHMD->UpdateLayerTextures(); inside FSteamSplashTicker::Tick worked around the issue and exposed another crash inside FSteamVRHMD::D3D11Bridge::FinishRendering when RenderTargetTexture is null.

The last frame is never cleared as intended in FSteamVRHMD::RenderTexture_RenderThread, but that never runs when
bSplashIsShown for me.

Also, the provided customization options are really limiting. The splash screen is 800x450 no matter what. Offset and Scale just modify the UVs which seems kinda pointless. I can edit the code in FSteamVRHMD::UpdateSplashScreen, but I would rather have parameters to set splash size and position exposed.

Hello mekaknepley,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints/settings that may be involved with this issue?

I have my workaround and I don’t work in clean projects. You should be able to create a C++ project that uses steam splash screens. There are no blueprints involved.

I am happy that you have found a work around for you. I will be accepting your previous comment as the answer for this thread. If you require further assistance and/or would like to provide additional information for how to reproduce this issue on our end. Please submit the information in a reply and I will be happy to investigate further.

Make it a great day