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ianmoran1970SS's avatar
9 years ago

UE4 UOculusFunctionLibrary::ShowLoadingSplashScreen. showing splash for a short time only


0

I'm trying to use UOculusFunctionLibrary::ShowLoadingSplashScreen with unreal 4.14.2 to show a loading screen, I do this like so....

// Clear and add a loading screen to show UOculusFunctionLibrary::AddLoadingSplashScreen( textureToShow, FVector(100.0f, 0.0f, 0.0f), FRotator(0.0f), FVector2D(ImageScale* 1.777f, ImageScale), FRotator::ZeroRotator, true); // Show that loading screen UOculusFunctionLibrary::ShowLoadingSplashScreen();


This appears to show the loading screen for less than a second, the 'loading screen' then disappears leaving just black.

Can you point me at documentation, or advise what might be the issue?

Many thanks in advance, Ian.

5 Replies

  • Have attached a test demonstrating the black frame we get when switching loading screen, this just flips between two textures at a frequency of 1 second. Our engine includes the above work around to allow loading screens to be seen.

  • Hi, I still have the issue that the screen blacks before showing a loading screen, preventing me from showing more than a single frame cleanly ( I can not show an animated loading screen) can you confirm that this is a known issue and if there is a prospective fix/workaround.

    Many thanks in advance.
  • I am now able to get the correct image, issue remaining is that the screen is black before showing that image, which means I cant use for fades and updates, is this something that is going to be addressed?

    Also, and something as an aside, I would add the image I generally want to display is a UTextureRenderTarget2D, which I need to convert to a UTexture2D, this seems quite heavy weight when used on a frame by frame basis, other platforms will suck up UTexture which on the face of it mitigates the need for this conversion, is this something that has been considered for the oculus library? 


    Many thanks

  • Hi thanks for the reply. With the suggested line taken out I now get my loading screen, which is good, but it also flickers and appears not to change update to a different texture, something that we need to do as we dynamically dynamic fade and add details when loading has finished or when level changes for I am using example.

    Functionality wise I am doing this...
    UOculusFunctionLibrary::ClearLoadingSplashScreens()
    then add the first, or subsiquent texture as our loading screen...
    UOculusFunctionLibrary::AddLoadingSplashScreen(...)


    Many thanks in advance,


  • rpalandri's avatar
    rpalandri
    Expert Protege
    Hello!
    This is a known bug we've fixed in SI1.11. The easiest fix for it would be to remove this line:

    bTextureChanged |= (Texture && LayerDesc.HasPendingTextureCopy()) ? true : false;

    From OculusRiftLayers.cpp