Oculus display stays on loading screen when using background level streaming in packaged build

Hi there,

I have a VR project where I start in a level (A) that just has an actor containing a 3d menu widget along with some blueprint code to initialize VR settings. From level A, I use the Open level node to proceed into level B that contains actors and logic. Level B also has a number of streaming sub-levels (with static level art), but only one of them is loaded initially via the Load Stream Level.

Everything works as expected when running VR-Preview in the editor, but when I do a packaged build (Shipping) the Oculus display never leaves the loading screen when I open level B. The strange thing is that on my PC monitor I can see the level, but in the Oculus display I’m still in the loading screen. The other strange thing is that the framerate on my PC monitor is solid, but the position/orientation update of the Oculus headset is extremely laggy (as in two updates per second).

This only happens if I enable “Use Background Level Streaming” in the Project Settings. If I disable it everything works as expected in the packaged build.

My best guess is that somehow the level streaming and Oculus position/orientation update somehow occupies the same thread. Or that whenever the background level streaming is running the Oculus thinks that I’m loading and shows the loading screen.

Does anyone have any ideas on what could be the cause of this? Or how to prevent it from happening?

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1410408-unreal-engine-bug-submission-form

Thanks