Screen Rendering Black UNLESS Level Sequence Is Opened While Debugging (UE 4.27)

Hi everyone!

We’d be very grateful for some help from the community on a crippling bug that is holding up the Steam release of an 18+ month VR project!

We unfortunately didn’t realize Steam requires UE 4.27 or later - our original project was in 4.26 and works fine there.

However, when we updated to 4.27, the final scene in our project now fails to render properly - UNLESS a Level Sequence is open while that scene is running.

Here’s what it looks like during a Play-In-Editor session, paused during the final scene WITH a Level Sequence open. This is what’s supposed to render during a playable session for the end user.

However, as soon as the Level Sequence is closed, this is what happens - and this is what renders during the end user’s session as well (which is to say, nothing).

My understanding is that this can happen if the Level Sequence is somehow initializing or steering a camera that isn’t otherwise being handled properly - however, because this is a VR project, none of the Level Sequences in the project actually have any camera references, or even any Camera Cuts tracks, though the main sequence does have a Fade track.

Here’s the main Level Sequence, with the portion that renders black highlighted and marked:

As can be seen, while there’s a Fade track, the scene is supposed to fade to black and THEN back in for one final bit of animation before fading out entirely. Turning off the Fade track entirely fails to make the screen render, either - during the first fadeout in the highlighted section, the screen simply completely goes to black and will no longer render anything at all.

There are additional bits of code being run from events that aren’t visible here - however, this worked fine in 4.26.

Does anyone have any ideas or experience with situations like this?

This is holding up our project’s release AND our team’s compensation, and we’re at our wit’s end.

Thanks so much to anyone who might be able to help!

-CaliCoastReplay

PS: One further bit of testing: The unexpected behavior seems to possibly be related to Material Parameter Collections.

ONLY opening a Level Sequence with a Material Parameter Collection that is active will cause the display to render properly - all other Level Sequences do nothing.

Hope that helps.

FOUND the issue.

For anyone else struggling with this, the default behavior of Material Parameter Collections in Level Sequences changed between 4.26 and 4.27. I can’t tell what exactly the default behavior is in each - but whatever the default behavior is in 4.26, it’s the opposite in 4.27, so, if it resets the value at the end of a sequence in one, it does NOT do it in the other.

For us this meant that an object that was supposed to be transparent was instead rendering fully opaque and blocking the screen - however, I’m sure this behavior could lead to a wide variety of issues depending on the situation.

This issue can be marked RESOLVED on our end - I do hope however that this helps someone else not have to struggle with this issue for days like we did.

If you’re having trouble with Material Parameters in Level Sequences after updating to 4.27, make sure to explicitly change all the parameters needed for your sequence manually before the segment in question - don’t assume they’ll be the same as they were in 4.26 at the end of the sequence!