Permanent black screen after trying to use Loading Splash Screen

I’m trying to use the methods I found in Robo Recall to create a splash screen between levels. The splash screen is loading ok (although, I couldn’t get it to display the textures in the editor) and then being removed. However, once it’s removed, the level does not display. It’s running in the background and can be seen if I switch stereo off, but the Oculus still has a black mask on it. It stays there if I try and run the preview again and doesn’t go away until I restart the editor.

I set my camera fade to pink, so I know it’s not that. I bound the loading screen to a controller button and that switches on and off over the black screen.

Is there another something I need to reset on the Oculus? Everything works fine when the ShowLoadingSplashScreen node is disconnected.

Hey, did you find a solution to this? It seems that I’m facing a similar problem right now. The level is running in the background on the spectator screen, but it laggs a lot. The HMD only shows the guardian grid, everything else remains black.

I can’t remember really, I may have just had to wait until 4.16.

I’m having this issue in 4.17. I’ve deleted all blueprint references to the splash screen. I can go from one map to the next when in the editor but it shows a white rectangle glitch and loading times now take longer. I tried adding the node Enable Loading Splash Screen with the boolean off and also Clear Loading Splash Screen to see if it was somehow stuck on there, but no change. I’ve deleted everything but the Content folder and migrated the levels but no luck

Oculus has an auto loading splash screen that can at times get confused. You can disable it with a setting:
[Oculus.Settings]
bUseAutoLoadingSplashScreen=false

See OculusHMD_Splash.cpp in plugins for more details.

It’s worth trying that to see if it fixes the problem. More commonly seen it with streaming level loads though.

An Oculus engineer reached out to me with the solution.
“There is an issue with the Loading Splash Screen in the editor where if the game is interrupted while the Splash Screen is active it will not allow itself to be reconfigured on subsequent runs unless hidden.”

The following arrangement of Blueprint nodes worked for me.

An Oculus engineer reached out to me with the solution.
“There is an issue with the Loading Splash Screen in the editor where if the game is interrupted while the Splash Screen is active it will not allow itself to be reconfigured on subsequent runs unless hidden.”

The following arrangement of Blueprint nodes worked for me.

Did not work for me…

however,
[Oculus.Settings] bUseAutoLoadingSplashScreen=false
worked like a charm…

Note: this goes in the DefaultEngine.ini