03-26-2020 11:44 AM
03-27-2020 12:23 PM
03-27-2020 12:38 PM
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.
03-27-2020 04:07 PM
03-31-2020 03:35 PM
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.
04-01-2020 10:29 PM
if ( ovrp_GetInitialized() && OculusHMD->WaitFrameNumber != Frame->FrameNumber)
if (ovrp_GetInitialized())
04-02-2020 05:28 AM
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.After that, have a look at the splash module from the Oculus repo:
https://github.com/Oculus-VR/UnrealEngine/blob/4.24/Engine/Plugins/Runtime/Oculus/OculusVR/Source/Oc...Change line 212 from:
if ( ovrp_GetInitialized() && OculusHMD->WaitFrameNumber != Frame->FrameNumber)
toif (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.