Loading splash screen crashes on openLevel

I’ve been hitting my head on this hard for a while now and the project has finally come to point where this has to be fixed. I tried this on 4.21 (clean VR project) as well and the problem still exists.

What I’m trying to do is to use OpenLevel from blueprints to go between levels. Streaming levels is not an option since we use different game modes when switched between levels.
The splash screen shows correctly but as soon as the next level is loaded, the editor/game crashes. Yes, this happens on build as well.
I’ve done as explained in [documentation][1] but that gives same result. I tried show/hide manually, same result.

Log doesn’t tell anything either:

LogGameMode: Display: Match State Changed from InProgress to LeavingMap
LogGameState: Match State Changed from InProgress to LeavingMap
LogNet: Browse: /Game/VirtualRealityBP/Maps/HMDLocomotionMap
LogHMD: Warning:  SteamVR Compositor had an error on present (108)
LogLoad: LoadMap: /Game/VirtualRealityBP/Maps/HMDLocomotionMap
LogWindows: Windows GetLastError: The operation completed successfully. (0)

The error code is useless: VRCompositorError_AlreadySubmitted

At this point I’m ready give up and throw the ball to Epic to fix as it seems rather fundamental bug in the VR transition.
If you want to try it yourself, here’s a take on the blueprint used.

It shows the splash screen for 5 seconds just to prove that it works. When you press ‘H’ (Note that you have to enable input for the blueprint in your level.), next level is loaded.

If there is something I’m doing wrong, let me know so I can fix this. And also, update the documentation part.
Much appreciated. Thanks!

Did you try not calling ShowSplashScreen at all and enable “Auto Loading Splash Screen”? It should automatically show the splash as soon as you start loading any level, no need to call ShowSplashScreen.

I did. That gave same results. The screen shows up but again when the level is loaded, crash.
I think this has something to do with all actors being cleared for the clean load. Unity has handy flag, DontDestroyOnLoad which might solve this but I don’t think unreal has it.

Almost two weeks and no real answer for this. Saw this report but in my case the whole editor/game/build crashes. There’s gotta to be a fix for a fundamental issue like this. C’mon Epic…

Have you found a way to fix it?

I didn’t find a way to fix it and just left it. Good news is, it’s been fixed on the latest version of Unreal. This problem exists on 4.20.3 version.