Vive Home-Screen appears for a moment when changing Level

When changing levels with “open level”-node in blueprints, just for a second, the Vive home-screen appears and then fades back to the game as the new level is loaded… any tips? I would rather have it wait or freeze if that is possible

Same Issue here, Anybody?

This happens for every Vive game. When levels load it kicks back to the SteamVR or Vive home screen. No idea if there is going to be a workaround for it, but I think it would have to be on Valve’s end, not Unreal’s.

I can think of several games for the Vive that don’t do this. Even The Lab has loading screens for each environment. The question is how do we implement that?

The lab is using Unity.

UE4 does this when it is loading something so user don’t have their view “locked” while the program is temporarily not responding. Any functionality like “The Lab”, would have to be manually added with c++ and change existing engine code.

Thanks for the answers! Streaming the level before loading it helps a lot but there’s still a short moment of home-screen, which hurts immersion a lot. So… if I understand corectly, steamVR “protect” you from having a freezed frame stuck to the view. It would be nice to know if there are ways to override this because having a pure black freeze would cause no harm.

I too have been looking for a solution to this.

Have not attempted it yet but I was thinking perhaps diff maps could be loaded as sub levels of an overall container map?

I have it with streaming levels too. I think SteamVR switces to a home screen when fps is extremely low - and it can fall to about zero for a part of second on level loading. As for me, it’s not a big problem, but, as i said, a use level streaming.
I also noticed it in Unity games like Audioshield for example (i started rendering in 3ds max when the game was active). It’s a feature of SteamVR, not UE.
Transitional map can probably hide it?