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I upgraded to Unreal Engine 4.15.2, and with the upgrade comes some unexpected behaviors. I tested the game within the engine on both the Rift and the Vive, and it played completely perfectly. Then I created a packaged build of the game, tested it with the vive and it still worked as expected. I assumed there were no further problems, so I didn't test with the Rift. When I played with the Rift, I just loaded up the library and it worked, so I assumed everything was golden. So, I shipped the update. I was very wrong. I apologize for not doing a more thorough test of the latest build. This is a bit of an embarrasement for me.
Anyways, I traced the problem down to something particular to the level. This bug only shows up with the packaged build, only on the Rift, only when a level contains sub levels, and only with this level. None of the assets are corrupted or anything, so it's very confusing and strange. I discovered that if I wait 2 seconds after loading the level and then manually load in the level, it shows up perfectly on the Rift. It's a tedious work around on the back end. I'll be working to find the exact cause and permanent fix.
I'll be shipping this fix on Monday, but I'm going to take an extra bit of time to thoroughly retest everything with both Rift and Vive to make sure everything works. I don't want to repeat this embarrasment. In the mean time, I humbly apologize for this.