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Oculus quest no Sturtup loading splash screen

FeroxDFeroxD Posts: 41
Brain Burst
Hello, i tried to add default loading screen when app only opened, but i cannot see the splash screen i tried a lot but on start not works.. With the blueprints yes all work and ok, but not from OculusVR plugin on startup apk in the Oculus Quest.
I download Oculus version 4.24 of Unreal engine 4 from repo:
https://github.com/Oculus-VR/UnrealEngine/tree/4.24

Image with my plugin setup:

Do some on knows for to fix it ?

Comments

  • en-austinen-austin Posts: 7 Oculus Start Member
    edited March 27
    I have this fixed in my fork of 4.24. If you're logged into GitHub you should be able to browse my commit here:

    Removing the frame number comparison around line 210 should be the fix to get the splash screen to render on Quest once again.



  • FeroxDFeroxD Posts: 41
    Brain Burst
    en-austin said:
    I have this fixed in my fork of 4.24. If you're logged into GitHub you should be able to browse my commit here:

    Removing the frame number comparison around line 210 should be the fix to get the splash screen to render on Quest once again.



    Oh thank you! Good, i will tray that, I hope it will fix that screen issue. Thanks
  • en-austinen-austin Posts: 7 Oculus Start Member
    I should also mention that my project has been using Vulkan forward rendering - I haven't tried the OpenGL renderer in several months. I doubt that matters for the splash screen problem but just wanted to note it.
  • FeroxDFeroxD Posts: 41
    Brain Burst
    en-austin said:
    I have this fixed in my fork of 4.24. If you're logged into GitHub you should be able to browse my commit here:

    Removing the frame number comparison around line 210 should be the fix to get the splash screen to render on Quest once again.



    I tried that on 4.24.4 and i got an errors. Mb it's coz i just copied the code from github to the engine and build with "adaptive non-unity build". Or how i should use it, mb from github pull it? But i did not find the link.. I have access to the engine and Oculus versions i attach also screens with errors hope it's will be helpful if you know that issue.


  • en-austinen-austin Posts: 7 Oculus Start Member
    edited April 1
    I'd say try removing the changes you copied from my fork - once you feel you've got everything removed, compile the engine again and ensure there's no compilation errors.

    Change line 212 from:
    if ( ovrp_GetInitialized() && OculusHMD->WaitFrameNumber != Frame->FrameNumber)
    to
    if (ovrp_GetInitialized())

    Compile the engine again and ensure that it builds without errors. Finally, create a Quest build to see if the splash screen is present.



  • FeroxDFeroxD Posts: 41
    Brain Burst
    en-austin said:
    I'd say try removing the changes you copied from my fork - once you feel you've got everything removed, compile the engine again and ensure there's no compilation errors.

    Change line 212 from:
    if ( ovrp_GetInitialized() && OculusHMD->WaitFrameNumber != Frame->FrameNumber)
    to
    if (ovrp_GetInitialized())

    Compile the engine again and ensure that it builds without errors. Finally, create a Quest build to see if the splash screen is present.



    Thanks, you so much it's working!
    And hope your answer will help a lot of developers.
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