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March 29, 2017

Is it possible to configure a GearVR splash screen via DefaultEngine.ini config?

Is it possible to configure a gearvr splash screen via DefaultEngine.ini config?

@Gunfire_JackH mentions here:
https://forums.oculus.com/developer/discussion/50680/oculusriftsplash-using-deltarotation-causing-crashes-in-ue-v4-15

"I've tried setting up the splash in blueprint using AddLoadingSplashScreen and by using the Oculus.Splash.Settings engine config"

I could not find any documentation on setting the splash via the engine config like you can for daydream: https://developers.google.com/vr/unreal/daydream-in-unreal#additional_project_settings
Only blueprint nodes and I'd like to show the splash on the initial load before any blueprints are loaded.

So is this possible and if so what are the exact lines required in the config file?

Many thanks in advance for the info!


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1 reply

April 5, 2017



@aussieburgerVR

All the parameters that in blueprint are given to
AddLoadingSplashScreen can also be written in the DefaultEngine.ini file of
their game (Config/DefaultEngine.ini), as shown:



 (most of those parameters are optional)



[Oculus.Splash.Settings]



TexturePath=”path”



DistanceInMeters=translation (vec3)



Rotation=rotation (quaternion)



SizeInMeters=size (vec2)



DeltaRotation=delta (quaternion)


Tested and working thanks :)

Here is what I added to my DefaultEngine.ini file in case anyone is interested in the exact format:
[Oculus.Splash.Settings]
bAutoEnabled=True
TexturePath=/Game/Textures/loadingScreen_gearvr.loadingScreen_gearvr
DistanceInMeters==(X=1.0, Y=0.0, Z=0.0)

where
loadingScreen_gearvr
is a texture located in a Textures subfolder of my content folder. Strange you need to duplicate the texture file name after the . So:
loadingScreen_gearvr.loadingScreen_gearvr

is no typo.
Also I'm not 100% sure if
bAutoEnabled=True
is required but thought it couldn't hurt ;)