Forum Discussion
anotherworldvr
8 years agoHonored Guest
Issues with SplashScreen
Hello everyone,
I recently ran into a problem with Oculus and Unreal 4.18.1. When I package my game and try to start the application, the display of my Oculus stays black and doesn´t show anything except the guardian grid. I found out, that this has to do something with the Oculus SplashScreen, which shows up, as soon as I load a sublevel via the "Load Stream Level"-Node, but won´t be set hidden again. I already tried to use the "Hide Loading Splash Screen"-Node with clear set to true, but this doesn´t seem to have any effect. If I play the VR Preview in the UE Editor with Oculus or open the packaged game with a HTC Vive connected to my computer everything just works fine.
I attached the logfile Unreal creates, when the application is being launched, where you can see, that the SplashScreen is showing up (LogHMD: FSplash::OnShow), but is not set to hidden again.
Is there anything I can do to fix this issue?
Thanks for your help
I recently ran into a problem with Oculus and Unreal 4.18.1. When I package my game and try to start the application, the display of my Oculus stays black and doesn´t show anything except the guardian grid. I found out, that this has to do something with the Oculus SplashScreen, which shows up, as soon as I load a sublevel via the "Load Stream Level"-Node, but won´t be set hidden again. I already tried to use the "Hide Loading Splash Screen"-Node with clear set to true, but this doesn´t seem to have any effect. If I play the VR Preview in the UE Editor with Oculus or open the packaged game with a HTC Vive connected to my computer everything just works fine.
I attached the logfile Unreal creates, when the application is being launched, where you can see, that the SplashScreen is showing up (LogHMD: FSplash::OnShow), but is not set to hidden again.
Is there anything I can do to fix this issue?
Thanks for your help
13 Replies
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- NeontopHeroic Explorer@imperativity , @wzspdw2
I was also having trouble with the SplashScreen and here is the solution which is working for me:
UE4 .19.2
As in the SplashScreen example I Kept this:
in DefaultEngine.ini
[Oculus.Splash.Settings]
TexturePath=/Game/LoadingScreenLogo.LoadingScreenLogo
DistanceInMeters=X=1.0 Y=0.0 Z=0.0
SizeInMeters=X=1 Y=1
RotationDeltaInDegrees=0.0
RotationAxis=X=0.0 Y=0.0 Z=0.0
In Project Setting Plugins-OculusVR:
Splash Screen Auto Enabled : OFF (Untick)
NOW TO MAKE THINGS WORKING:
***
CREATE ONE EMPTY LEVEL (I called it base) where only the SplashScreen code will be in the that Level Blueprint.see pic.and call from there your Menu level(here is MainMenu).
***
The Menu level will call the Game Level
****
All SplashScreen are automatically played during levels transition.
Hope this will help. - anotherworldvrHonored GuestHey, I think @Neontop's suggestion should work. Our solution was to disconnect the blueprint nodes related to splash screen management from our level streaming and then unchecking the Splash Screen Enabled box in the Oculus Plugin configuration in Project Settings.
- NeontopHeroic Explorer@anotherworldvr I made that structure for single and multiplayer level and it works for me even when going back to Main menu level.
Not necessary to go back in any case to base level.
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