Splash screen shows too short both in Android and iOS

In 4.20:

1- I tap the game icon

2- 3 seconds of black screen

3- 7 seconds of splash screen

4- Game launches

^ This was okay.

However, in 4.21:

1- I tap the game icon

2- 3 seconds of black screen

3- Only 2 seconds of splash screen!

4- 5 seconds of black screen?!

^ But this is not okay!

Same thing is happening on both Android and iOS.

Is there anything that I can do to fix this issue?

Is there someone who can help?

I sent a bug report. I am waiting in 4.20 until this issue is fixed. Or maybe a workaround that I am looking for here, anyone? Epic Staff?

This is happening in example projects too. Even in the simple FPP example project, there is 3 seconds of black screen after splash. How Epic Games cannot notice this kind of obvious problem?

I haven’t played around with it for more than a couple minutes after getting it to work just now, but if you are running a source version of the engine, you can try to change the length of the timer:

\Engine\Source\Runtime\ApplicationCore\Private\IOS\IOSAppDelegate.cpp (line 967)

    timer = [NSTimer scheduledTimerWithTimeInterval: 0.5f target:self selector:@selector(timerForSplashScreen) userInfo:nil repeats:YES];

I would assume a similar line is buried in the Android core too.

Can you help with android platform too??

I tried looking for something for Android, but didn’t have any luck. Not sure if someone else might be able to find something. I don’t want to go back to an older version of the engine.

They fixed it: https://github.com/EpicGames/UnrealEngine/commit/ae9e21a499cde590e1af0d2c56324a3b9bfe9049

So it should be in 4.22 I think or you can add it into 4.21 source.

rckt26 the github link is not working.
Can you share the working link again?

You have to login to GitHub and associate Epic Games’ account. See the first steps here:

You can circumvent this issue by putting in a loading screen video. Even a video of a still screen will work since it will show something instead of being black for 5-10 seconds. You can also use level streaming but that’s more advanced.