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)
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.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
UE-81742 DXGI_ERROR_INVALID_CALL
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Installer 4.10 failed with error code R-1603
An error occurred while trying to generate project files !?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-25672 in the post.
2 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.11, 4.12 |
Target Fix | 4.14 |
Fix Commit | 3066349 |
---|---|
Main Commit | 3072803 |
Created | Jan 19, 2016 |
---|---|
Resolved | Jul 27, 2016 |
Updated | May 2, 2018 |