We didn't see this issue until upgrading to v4.15.
The splash will flicker and output will flood with the following messages until oom:
LogHMD: Allocated a new swap texture set
LogHMD: Freeing textureSet
Looks like every time the transform rotation is set inside FOculusRiftSplash::Tick it frees the textureset.
I've tried setting up the splash in blueprint using AddLoadingSplashScreen and by using the Oculus.Splash.Settings engine config. Both give the same results as soon as I give it a DeltaRotation.
Please advise. TY.