[daydream] Black screen with FirstPersonTemplate and 4.15P4
When running the FirstPersonTemplate (mobile, scalable) with the settings specified here for Daydream: https://developers.google.com/vr/unreal/daydream-in-unreal#google_vr_project_packaging_deployment you get a black screen on a Pixel XL. You still here the sounds (so the fire button the controller works) and you see the Google VR overlay (split screen, X to close and settings icons) however the game is not rendered. It actually looks like the first rendered frame which is black gets stuck on the screen.
This actually started occurring since P3 (when the googlevr sdk was updated in the engine). Before that and 4.14 the problem does not occur.
Is there anyway to fix this? It's a big blocker for updating the google sdk in my project! (which was originally based on the FirstPersonTemplate)
Here's the logcat:
Start on a Pixel phone and notice after centering the controller you see no graphics rendered. You can press fire on the controller and here the gun shooting.
asked Feb 11 '17 at 07:41 PM in Bug Reports
My project does not have any of those things unfortunately but I managed to find a workaround for my project's black screen on start -> I added a blank level to be loaded first and then it loads my main level. I believe if I had also delayed the spawning of my pawn it would also work - it appears to be some sort of race condition as a guess causing the problem.
Hopefully this helps anyone else who stumbles on this in 4.15 - if you see your loading screen or your begin play debug text stuck on the screen flashing then try adding a delay either by a blank level or delayed pawn spawn.
answered Mar 20 '17 at 09:00 AM
This is fixed in the following changelist. It should be a part of 4.15.1, but should also be a trivial integration onto 4.15.
Change: 3309552 UE-42101 [daydream] Black screen with FirstPersonTemplate and 4.15P4 -Fixed creation of the rendertarget to use the msaa level on googlevr. Also clamped the msaa level to the level that opengl reports the hardware supports.
answered Feb 17 '17 at 07:04 PM
I also was able to run a first person blueprint game on a pixel with the 4.15 release codebase.
I have MinSDK version set to 24. I also have "configure goodlvr for sustained-performance mode' checked. I left all the multi-texture formats checked. I have sdk api level and ndk api level both set to 'android-24' explicitly. And I am running it via the "launch" command in the editor.
Oho, and I had MSAA turned off. If I turn it on. black screen.
Alright, it is mostly fixed on my end. Disabling Mobile VR Multiview was the solution.
Make sure you are packaging and deploying your game. When "launching" in the DebugGame config, I actually need to restart the app once it is on the device to get rid of the black screen.
Other notes - I also merged in a018f ( fix broken mobile scene captures ), but this didn't seem to change anything.
Another bug - Daydream apps now crash if there are any blueprint references to the steam chaperone or oculus guardian. This was not an issue in 4.14.
Mobile Multiview is not supported on Daydream yet. However the setting ought to do nothing, rather than break rendering.
Jira created: UEVR-586 Mobile Multiview setting breaks rendering on daydream.
The others are also clearly bugs. I'd guess pretty simple ones, eg null checks somewhere.
Jira created: UEVR-587 Daydream apps crash if blueprint references steam chaperone or oculus guardian.
answered Feb 23 '17 at 09:01 PM
I found a solution to this problem in the Unity forums. Some devs had the exact some issue and they fixed it by disabling the Google VR Service on their devices. For me this worked like a charm for pretty much all UE4 apps that were having this problem before.
answered Feb 22 '18 at 02:44 PM
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