[Closed] Steam VR and loading screens.
Unreal newbie here, so I apologize for any ignorance!
My studio is working on a VR piece with the HTC Vive. We would like a loading screen for when the user changes levels. I've followed a couple of tutorials to set up loading screens; however, when I call the "Load Level" function in game, the vive goes to it's default background while the level loads, ignoring anything else that's scripted in my blueprints.
Is this a known issue with the Vive, or am I missing something important? Is there any good training out there for VR loading screens?
The question has been closed Jan 09 '17 at 06:52 PM by AndrewHurley for the following reason:
The question is answered, right answer was accepted
We're working hard on VR loading screen support, and it will land soon after 4.13 ships.
The problem you're seeing, as you suspected, is that when the game misses frames, it drops out to the compositor. If you can't wait for the official loading screen support, the best way to keep the compositor primed with new frames is to use an FRenderThreadTickable. Those are, as the name implies, ticked on the render thread, and thus won't be interrupted by the game thread stalling.
The easiest analog to follow would be in OculusRiftSplash.h, which builds on FAsyncLoadingSplash, and primes their compositor with new frames
Hope that helps!
At the moment I don't have direct access to test on an available HTC Vive, but I will hopefully this afternoon or tomorrow.
I wanted to go ahead and offer some information that is currently out there that you may not have been aware of.These aren't VR specific, but I wouldn't expect there to be a significant difference here though, at least not that I can readily think of.
As for the problem you're having I've used the training stream's project and my own but haven't noticed an issue with or without my Oculus at my desktop. I'll be able to test the Vive soon to make sure I'm seeing the same results with that. In the meantime can you clarify the following?
Some of the scripted events that happen are supposed to happen after the level load may be answered by Alan in the twitch stream I think. He discusses some strategies for handling some events that may help.
Hey Brad and Steven,
I was able to see this when I loaded a bunch of assets in the streamed level. That helped! I've submitted UE-34018 for this to be tracked. You can follow the status in the linked issue above. Also, when there is an update to this ticket I'll post back here with any fix CL's or relevant information.
Follow this question
Once you sign in you will be able to subscribe for any updates here