Game start Playing Movie screen can not into fullscreen mode.

In my case I set a movie when our game begin screen movie and I hope our game is always in full screen mode.

but in now time our game just into full screen mode after begin screen movie finished.

that is hwo I set full screen mode in “DefaultGameUserSettings.ini” file

[/Script/StormUnited.ShooterGameUserSettings]
GraphicsQuality=1
bIsLanMatch=True
bUseVSync=False
ResolutionSizeX=2560
ResolutionSizeY=1440
LastUserConfirmedResolutionSizeX=2560
LastUserConfirmedResolutionSizeY=1440
WindowPosX=-1
WindowPosY=-1
bUseDesktopResolutionForFullscreen=True
FullscreenMode=0
LastConfirmedFullscreenMode=0
Version=5

[ScalabilityGroups]
sg.ResolutionQuality=100
sg.ViewDistanceQuality=2
sg.AntiAliasingQuality=2
sg.ShadowQuality=2
sg.PostProcessQuality=2
sg.TextureQuality=2
sg.EffectsQuality=2

Can you try setting ‘bUseDesktopResolutionForFullscreen’ to ‘False’ and see what happens? Maybe that will solve issue, because everything else looks ok

I tried it. it still not work in screen load Movie palying

Hey ryuikuya-

Is your game in fullscreen mode during movie or is it windowed during movie and only goes to fullscreen after movie plays? Where do you set game to enter fullscreen for first time (in gamemode/level blueprint) and when (Event begin play/etc.)?

Cheers

1,Is your game in fullscreen mode during movie or is it windowed during movie and only goes to fullscreen after movie plays?

it seem like windowed during movie plays. I set ResolutionSize=2560x1440 it is large than my screen. so game screen too big to be cut out by Desktop screen.when movie finished game screen size will automatical be resize to desktop screen suit size.

2,Where do you set game to enter fullscreen for first time (in gamemode/level blueprint) and when (Event begin play/etc.)?

our game is base on shooter game.so I set game to full screen in “DefaultGameUserSettings.ini” config by following setting:

 bUseDesktopResolutionForFullscreen=True
 FullscreenMode=0
 LastConfirmedFullscreenMode=0

Does anybody can Help me I still did not go through it

Hey ryuikuya-

I apologize for delayed response. I have submitted a report of startup movies playing in a window rather than in fullscreen mode to our internal tracking database (UE-8060) for further investigation by an engineer. One other thing I would try would be to make a copy of ini file (copy to desktop) and then delete current file from folder. Doing so may enable file to be recreated/repopulated with correct settings next time game is ran.

Cheers

This was still not fixed. movie is still windowed even if configurations are for fullscreen.

Hey Footman-

This problem is still under investigation to find best solution without causing other issues elsewhere in engine. It’s difficult to give an exact time frame of when a fix will be implemented but it is in workflow to be included in a future update to engine.

Hi , may I ask current status of UE-8060?

Hey sds–

Unfortunately there is no update for this bug yet. Since it has not yet been resolved it won’t be in 4.8.

So after a bunch of messing around myself, I fixed issue for our project.

problem lies in this block of code:

// GameEngine.cpp in Init()

	// Attach  viewport client to a new viewport.
	if(ViewportClient)
	{
		// This must be created before any gameplay code adds widgets
		bool bWindowAlreadyExists = GameViewportWindow.IsValid();
		if (!bWindowAlreadyExists)
		{
			// Windowed mode set here
			GameViewportWindow = CreateGameWindow();
		}
		
		// this blocks until  movie is finished
		CreateGameViewport( ViewportClient );

		if( !bWindowAlreadyExists )
		{
			// Finally set correctly to fullscreen here
			SwitchGameWindowToUseGameViewport(); 
		}
		FString Error;
		if(ViewportClient->SetupInitialLocalPlayer(Error) == NULL)
		{
			UE_LOG(LogEngine, Fatal,TEXT("%s"),*Error);
		}
	}

Now issue is that in CreateGameWindow() instead of setting window mode to full screen it manually sets it to windowed:

	// Do not set fullscreen mode here, since it doesn't take 
	// HMDDevice into account.  window mode will be set properly later
	// from SwitchGameWindowToUseGameViewport() method (see ResizeWindow call).
	Window->SetWindowMode(EWindowMode::Windowed);

As comment implies, it’s done like this so Head Mounted Displays get setup correctly later on.
However CreateGameViewport() seems to block game thread, so SwitchGameWindowToUseGameViewport() doesn’t actually get called until AFTER movie has finished.

As we don’t use HMD’s for our game, a temporary fix is to change:

Window->SetWindowMode(EWindowMode::Windowed);

to:

Window->SetWindowMode(WindowMode);

This isn’t a final fix, but a workaround. I’m not sure if this does actually affect HMD’s or not, so it’s not a fix for everyone.

proper solution would be to check if we have a HMD plugged in, and then force it to windowed mode instead.

Is it fixed in 4.10?

No, bug is still open at this time.

#Resolved

This issue has actually been fixed now, now instead of regular fullscreen, windowedfullscreen is used instead to enable HMD devices to do their thing :slight_smile:

// Do not set fullscreen mode here, since it doesn't take 
	// HMDDevice into account.  window mode will be set properly later
	// from SwitchGameWindowToUseGameViewport() method (see ResizeWindow call).
	if (WindowMode == EWindowMode::Fullscreen)
	{
		Window->SetWindowMode(EWindowMode::WindowedFullscreen);
	}
	else
	{
		Window->SetWindowMode(WindowMode);
	}

#:heart:

That’s not a fix. Now movies are just windowed-fullscreen, still not fullscreen. And game after movies is not fullscreen either.

Still happening 3 years later. game is unable to be started in fullscreen at all. It’s all just windowed-fullscreen or windows without borders, which is revealed if you try to start in 800x600 fullscreen. It will just be a window in upper-left corner.