I just tried adding a splash screen to my PC VR app. It was simple and straightforward, and worked while testing on my Quest 2 with oculus link. However, after packaging and testing on another system with a Quest 3 on oculus link, the program crashes with a fatal error on the first frame.
This is the stack trace from a debug build (it also happens on shipping builds). Windows 10, Nvidia 3070, wireless Quest Link.
[2024.05.24-00.29.40:011][ 0]LogWindows: Error: === Critical error: ===
[2024.05.24-00.29.40:011][ 0]LogWindows: Error:
[2024.05.24-00.29.40:011][ 0]LogWindows: Error: Fatal error!
[2024.05.24-00.29.40:011][ 0]LogWindows: Error:
[2024.05.24-00.29.40:011][ 0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
[2024.05.24-00.29.40:011][ 0]LogWindows: Error:
[2024.05.24-00.29.40:011][ 0]LogWindows: Error: [Callstack] 0x00007ff7b420e4bf Taurus_UE19_Sim-Win64-DebugGame.exe!FDefaultXRLoadingScreen::DoShowSplash() []
[2024.05.24-00.29.40:011][ 0]LogWindows: Error: [Callstack] 0x00000293bef01690 UnknownFunction []
[2024.05.24-00.29.40:011][ 0]LogWindows: Error: [Callstack] 0x00000293c9454570 UnknownFunction []
[2024.05.24-00.29.40:011][ 0]LogWindows: Error: [Callstack] 0x000000b30337a530 UnknownFunction []
[2024.05.24-00.29.40:011][ 0]LogWindows: Error: [Callstack] 0x00007ff7b56f6b05 Taurus_UE19_Sim-Win64-DebugGame.exe!UInputDelegateBinding::BindInputDelegates() []
[2024.05.24-00.29.40:011][ 0]LogWindows: Error:
[2024.05.24-00.29.40:018][ 0]LogExit: Executing StaticShutdownAfterError
[2024.05.24-00.29.40:034][ 0]LogWindows: FPlatformMisc::RequestExit(1)
[2024.05.24-00.29.40:034][ 0]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3)
[2024.05.24-00.29.40:034][ 0]LogCore: Engine exit requested (reason: Win RequestExit)
Any ideas? All software and drivers are up to date. It works on my development machine.