Unreal Studio splash screen VR template

Hello,
I am having this problem when using the VR template for Unreal Studio.
When I try to test my scene in VR it pops a splash screen to choose between Desktop or VR, but the problem is I have a two monitor setup(nothing special really) and every time the Unreal Logo and icons are out of the screen view, so I can’t select. How can I disable this splash screen? I did try to disconnect some nodes on the level blue print, but I couldn’t figure out how to make it work.
I don’t understand the use of this splash screen really? but it is a problem because the same behavior comes up when we use a laptop and a projector ( our usual setup for a client presentation) I need to close and fire up a few times the game so the splash screen shows up correctly. Your help is appreciated.
Fco.

Well, guys, I am lost, and frustrated, there was a promise of ‘corporate help’ and I can’t find anything about Unreal Studio, everything points to this forum after the Q&A that of course won’t cover every single question.
I am trying to deal with the splash screen from the only template that will work with Windows Mix reality.
I am not a programmer, but I am not plain ole Joe, if anybody could point me in the correct direction where I can read about this I would be thankful.

If I use the regular Unreal VR Template, it doesn’t recognize windows mix reality controllers. I don’t know where to look to add this functions.
If I start from the VR/AR template I have that stupid screen that won’t let me play the VR content. None in my Machine with two monitors or when using a laptop with a projector.

Are you starting the template from the editor, with the VR Preview mode ? If yes then this is expected, its a bug supposed to be fixed in an update at some point. To run the VR mode in the editor with the product viewer template, you need to check “Spawn VR Play Editor” in the ProductViewerTools actor of your scene.

If you build your project into an .exe though, dont forget to uncheck that boolean to have both Desktop and VR modes. :slight_smile:

Thank you very much !! that made the trick.
So if I start from an empty template do you know what are all the items I should ‘borrow’ from this template to make the new scene to work fine?
When I try to import the default VR objects and code, Windows mix reality doesn’t work.
Thank you for your help on this.

What I do with every project with datasmith is create a new project using the Product Viewer template, then remove everything that is not code related (skybox, meshes) from the exemple scene. Then I create a sublevel that I link to the product viewer scene, to keep the ability to use 2D and VR provided by the template.

If you want to use WMR with the Launcher branch of Unreal you need to go through steam I think. There’s a branch of UE4 that is natively compatible with WMR but I haven’t investigated much on it, since we mainly use the Vive for demos.

SteamVR provides access to WMR, so a WMR headset/controllers will work via SteamVR. Now, there might be some missing controller functionality, but otherwise it works without you having to do anything.

Thank you guys for the input.
Using the Unreal Studio templates give you access to windows mix reality headsets, but using the ‘regular’ unreal templates you get missing functions.
Windows mix reality does work through Steam software, but I think these are too many parts and if one fails the whole the system fails.
For instance, if I am developing something, after a few minutes of not using the headset, Windows mix reality headset goes to sleep, then even if I wake the software up I can’t have access to the headset. I need to restart the Unreal and windows mix reality steam software and window mix reality portal to test unreal scenes… it is a real pain.

I am just developing because some of our clients use Windows Mix reality ystem, I rather work with the VIVE too.

Thank you.

I actually haven’t seen that situation “after a few minutes” and preventing use. Perhaps there is a setting that controls the sleep period? I can put the HMD down, ignore it for 5 minutes, pick it backup and be back in the still-running UE4 experience.

OK, I did some research and it seems that any of the new windows mix reality headsets will timeout at 30 minutes or less, depending on the batteries on the handles.
I read on a Microsoft forum that the earlier developer version of this headset didn’t time out, but that with the latest software (windows) then the timeout came in place. That’s a bummer for developers.
The main problem that I have is when it time out, it freezes Unreal. I have a two monitor setup and when Mix reality time out one of my monitors blink and then Unreal freezes.
Maybe you guys can look into that. I have a Quadro P4000 with an HP mix reality headset.
BTW I also have a VIVE and VIVE pro, no problem with those.

Very curious. I assume you’re using a run-time Unreal app? Not the Editor? I’ll have to try my setup and see what happens.

No, my problem is while working in the files, so I am using the editor, I work in the scene for a while, then test in VR, then do changes and test again, just regular workflow.
When using a runtime presentation, it also times out, but then you need to restart the windows mix reality hub and the steam plugin and the unreal app. so still a pain in the neck.

That does not reflect my experience, so might be a SteamVR/WMR driver issue.