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TestSubmitFramesWhenNotVisible failing, 2 texture swap chains committed, can't figure out why

garretthogangarretthogan Posts: 6 Oculus Start Member
I am running my game through the VRC Validator and it's failing that test. I have implemented a simple pause system that hides motion controllers and also calls the SetGamePaused blueprint node when the game loses input focus. However, when I run this test it says that there are still 2 texture swap chains being committed. I haven't been able to find any documentation on this. The closest I found were the docs on implementing Dash support which really just says to hide motion controllers. Can anyone help me figure this out? I am trying to prep my game to upload an alpha build. Is there anything specifically I need to do to make sure no frames are sent once the game loses focus?
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