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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.

  • If I play the game within the editor, everything renders just fine within the Oculus Rift.

  • If I package the project, Oculus goes black.

  • If I switch from the Oculus Rift to the HTC Vive, everything renders just fine.

  • If I take the static mesh and move it into the persistent level, everything renders just fine in the packaged build.

  • Moving the mesh from the sublevel to the persistent level reliably toggles whether the oculus rift display is black (I can still see guardian boundaries when its black, so I'm getting video).

  • For the sake of testing, I even turned off the SteamVR plugin because Oculus has claimed that the plugin causes problems.

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.

Product Version: UE 4.15
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asked Apr 11 '17 at 08:02 AM in Bug Reports

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avatar image Slayemin Apr 12 '17 at 01:01 AM

I have discovered that if I have the sub levels start as "not loaded" and "not visible", and just load the persistent level, and then have a short delay and then load in the sublevels manually through a "load level" blueprint in Begin Play, I don't get a black screen on Oculus Rift. This is very much a work around, but I'd like to know how to fix this bug.

avatar image Sean L ♦♦ STAFF Apr 12 '17 at 06:27 PM

Hey Slayemin,

I've spent some time testing this in a few different engine versions, but I'm not seeing the same results in a clean project either.

What I'd recommend, since you're unable to reproduce the issue yourself in a clean project as well, is either going with the workaround you have, or attempting to migrate the content of your project into a clean project to see if the same content will work there. It's possible that something is corrupted in the project that is experiencing the issue.

If the content is still broken when migrated into a clean project, spend some time trying to debug the issue to determine what could be the cause, and feel free to provide a set of repro steps or a simplified test project that showcases the issue and I'll be more than happy to take another look.

Have a great day

avatar image Ironbelly May 19 '17 at 11:07 PM

We are fighting with the same issue here ourselves.. Good fun, I am absolutely baffled why this renders fine in the Vive and not the Rift when this seems to be level specific. Also posted here for more visibility: https://forums.unrealengine.com/showthread.php?145351-Packaged-build-oculus-rift-sublevel-black-screen&p=711421#post711421

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3 answers: sort voted first

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.

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answered May 20 '17 at 11:09 AM

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avatar image Ironbelly May 22 '17 at 03:59 PM

this fixed it for us, thank you so much!

avatar image AnotherWorldVR Nov 23 '17 at 12:19 PM

Hey, I have the exact same problem. In my log it says "FSplash::OnShow" and there is nothing that refers to hiding the Screen again. I already tried to use the "Hide Loading Splash Screen"-Node, but that won't work for me, unfortunately. Any suggestions?

avatar image TurtleSimos Nov 23 '17 at 09:42 PM

We have hit the same problem again. The workaround Slayemin suggested is working for now, but we plan on looking into it later - the problem is somewhere in the interaction between the Oculus plugin and level streaming engine side.

avatar image wzspdw Jun 17 '18 at 08:09 AM

Hi, I've unchecked all my sublevel's initially load and initially visible. Also I added both hide splash screen and hide loading splash screen node to begin play blueprint of presistant level . alt text alt text

The only difference is the sublevels get loaded only when needed, but I still get black screen . All things above seems not worked at all ... Any idea? alt text

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Try setting bUseAutoLoadingSplashScreen to false. (Oculus.Settings).

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answered Jun 17 '18 at 09:12 PM

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avatar image wzspdw Jun 18 '18 at 03:55 AM

Hi Simos, thx for the reply, could you pls tell me which ini files to modify?(I've searched for BaseEngine.ini & BaseGame.ini but no [Oculus.Settings] or bUseAutoLoadingSplashScreen was found..Also the 'Auto enabled spash screen' is unchecked in project setting, but this aint work

alt text

~ many thx

avatar image TurtleSimos Jun 18 '18 at 06:40 AM

OculusHMD_Splash.cpp has bUseAutoLoadingSplashScreen, which should be in an Oculus.Settings section.

avatar image wzspdw Jun 18 '18 at 01:48 PM

thx, i'll try to search for it again~ :)

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My issue seemed to be:

  • A sublevel was set to Streamed and Initially Loaded.

To fix this, I found two independent solutions. I am posting them both since they both seemed to resolve the issue:

  • Change sublevel to Always Loaded (not streamed)

  • Manually stream in the level after BeginPlay, rather than relying on the streaming level details panel's "Initially Loaded" setting.

I also tried some of the suggestions above, which did not seem to have an effect:

  • Set Auto Loading Splash Screen to false

  • Added calls to manually hide the splash screen in Begin Play

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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answered Oct 09 '18 at 07:06 PM

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