Description

Executing the r.SetRes _x_f command fails to set fullscreen mode when executed through blueprint node. The issue occurs when executing the command through level blueprint and an actor blueprint placed within the level. Running the command through the console in-game work as expected. The actual resolution used in the command does not seem to matter, issue occurs when using native fullscreen resolution as well as all other tested resolutions. This method of switching to fullscreen functions in 4.10 Binary.

Note:
The UDN post (linked in additional info) mentions a warning message in the logs when running in development. I'm still attempting to reproduce this message.

Regression Range:
Working 2818068 (4.10.2 Binary)
Broken 2829869 (4.12 Main)

Steps to Reproduce
  1. Open a new project in the editor.
  2. Open the Level blueprint.
  3. Drag off of the exec pin of EventBeginPlay and place a "Execute Console Command" node
  4. Enter "r.SetRes 1920x1080f" as the command to be executed in that node.
  5. Compile the blueprint and save the level.
  6. Play in New Editor Window.

Result:
Observe a windowed resolution after the screen attempts to adjust to a new size.

Expected:
Game window would fill the entire monitor in the 1920x1080 fullscreen.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-25672 in the post.

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Fixed
ComponentUE - Graphics Features
Affects Versions4.114.12
Target Fix4.14
Fix Commit3066349
Main Commit3072803
CreatedJan 19, 2016
ResolvedJul 27, 2016
UpdatedMay 2, 2018
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