[UE 4.18.1] Map loading breaks with Oculus

Relevant stack trace:

 FEventWin::Wait
 GameThreadWaitForTask (in RenderingThread.cpp)
 FRenderCommandFence::Wait(bool)
 FlushRenderingCommands()
 UTexture::ReleaseResource()
 UTexture::UpdateResource()
 UObject::SetLinker(FLinkerLoad * LinkerLoad, int LinkerIndex, bool bShouldDetachExisting)
 FLinkerLoad::FindExistingExport(int ExportIndex)
 FLinkerLoad::FindExistingExport(int ExportIndex)
 FLinkerLoad::FindExistingExports()
 FLinkerLoad::Tick(float InTimeLimit, bool bInUseTimeLimit, bool bInUseFullTimeLimit)