Packaged build + oculus rift + sublevel = black screen
I recently upgraded my game from 4.13 to 4.15.2;
I migrated all of my active content from one project to another.
Everything works perfectly within PIE. I've got one of the funkiest bugs. When I view my game through the Oculus Rift on a packaged build and the level I am viewing has sub levels and any of those sublevels contain objects, my oculus rift is completely black and I can't see anything. I have created a very basic level, which contains a cube, directional light source, player start, and atmospheric fog. I have a persistent level and a sub level. The sublevel only contains a static mesh and it is loaded by default and visible.
I created a blank project and created two levels. One is the persistent level, the other is a sublevel. The sublevel has the very same static mesh which causes a black display in my game project. When I package the game and run the level with the same level structure and configuration, it works perfectly. I can't repro this in a blank project with the same settings and asset.
So, I'm having trouble narrowing this bug down.
asked Apr 11 '17 at 08:02 AM in Bug Reports
I had a similar problem on Oculus only (worked fine on Vive). The Oculus runtime was leaving the loading splash screen up which is black by default. Something had caused the Oculus plugin to not recognize that loading had completed. I worked around it by adding a "Hide Loading Splash Screen" with clear set to true from begin play on the level blueprint. If you are seeing the same problem, you'll see in the log where the Oculus blacks the screen: LogHMD: FOculusRiftSplash::PushBlackFrame LogHMD: FOculusRiftSplash::Show But then won't see the corresponding FOculusRiftSplash::Hide.
answered May 20 '17 at 11:09 AM
Try setting bUseAutoLoadingSplashScreen to false. (Oculus.Settings).
answered Jun 17 '18 at 09:12 PM
My issue seemed to be:
To fix this, I found two independent solutions. I am posting them both since they both seemed to resolve the issue:
I also tried some of the suggestions above, which did not seem to have an effect:
So it seems there is an issue with how early in the startup "Initially Loaded" levels get streamed in, and for whatever reason this causes the Oculus splash to never close.
There is some additional info about this in the Oculus forums: https://forums.oculusvr.com/developer/discussion/59372/issues-with-splashscreen
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