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How do I Letterbox??

How do I letterbox?? I can't find any setting.

When using the config below, I get a stretched screen for FullscreenMode of 0, and the resolution ignored for FullscreenMode of 1 or 2

 [/Script/Engine.GameUserSettings]
 bUseVSync=False
 ResolutionSizeX=1920
 ResolutionSizeY=1080
 //LastUserConfirmedResolutionSizeX=1920
 //LastUserConfirmedResolutionSizeY=1080
 WindowPosX=-1
 WindowPosY=-1
 // If you set this to true, the the resolution stuff above will be ignored
 bUseDesktopResolutionForFullscreen=False
 // 0 - True fullscreen
 // 1 - Windowed fullscreen
 // 2 - Windowed
 FullscreenMode=0
 LastConfirmedFullscreenMode=0
 Version=5

I have also tried setting the "constrain aspect ratio" on my camera, but that has no effect.

I am using a PlayerCameraManager with an Orthographic camera in local-multiplayer mode WITHOUT a split screen (we keep all players on the screen and just use player controller 0's camera).

This is a top-down 2D orthographic project, and I need to constrain the aspect ratio of the screen because the world is designed for a specific aspect ratio.

Help!

Edit:

I am willing to pay someone to help me with this if that helps.

Epic Staff, any clues to who could help me with this???

Product Version: UE 4.11
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asked Apr 29 '16 at 10:39 AM in Everything Else

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CleanCut
2.1k 67 84 77

avatar image TiagoLing May 01 '16 at 12:48 PM

Also interested in this, especially because some devices like the iPad have 4:3 resolution and stretching a 16:9 game onto it looks really bad.

avatar image CleanCut May 03 '16 at 03:37 AM

Surely a fourth-generation game engine with a 20-year history has some way of enforcing an aspect ratio!?!?

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1 answer: sort voted first

The answer is: The aspect ratio implementation in PlayerCameraManager has not been finished. So I finished it. Then all you have to do is set the PlayerCameraManager's DefaultAspectRatio to the ratio you want and click ConstrainAspectRatio to true. Just like a Camera.

EPIC STAFF: Could you help me out with getting a PR accepted? My big question is, where should I branch from and what should I make the PR to? My first attempt at branching from the 4.11.2-release tag and making a PR for the 4.11 branch resulted in a 6,000+ commit PR. Which is just nuts.

 diff --git a/Engine/Source/Runtime/Engine/Classes/Camera/PlayerCameraManager.h b/Engine/Source/Runtime/Engine/Classes/Camera/PlayerCameraManager.h
 index eb2ff02..a9c6d4f 100644
 --- a/Engine/Source/Runtime/Engine/Classes/Camera/PlayerCameraManager.h
 +++ b/Engine/Source/Runtime/Engine/Classes/Camera/PlayerCameraManager.h
 @@ -200,7 +200,7 @@ protected:
 
  public:
         /** Default aspect ratio */
 -       UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=PlayerCameraManager)
 +       UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=PlayerCameraManager, meta=(ClampMin = "0.1", ClampMax = "100.0"))
         float DefaultAspectRatio;
 
         /** Color to fade to (when bEnableFading == true). */
 @@ -339,6 +339,10 @@ protected:
         ////////////////////////
 
  public:
 +       /** True if black bars should be added if the destination view has a different aspect ratio */
 +       UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=PlayerCameraManager)
 +       uint32 bConstrainAspectRatio : 1;
 +
         /** True when this camera should use an orthographic perspective instead of FOV */
         UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = PlayerCameraManager)
         uint32 bIsOrthographic : 1;
 diff --git a/Engine/Source/Runtime/Engine/Private/PlayerCameraManager.cpp b/Engine/Source/Runtime/Engine/Private/PlayerCameraManager.cpp
 index 7bf8275..7c15e93 100644
 --- a/Engine/Source/Runtime/Engine/Private/PlayerCameraManager.cpp
 +++ b/Engine/Source/Runtime/Engine/Private/PlayerCameraManager.cpp
 @@ -28,6 +28,7 @@ APlayerCameraManager::APlayerCameraManager(const FObjectInitializer& ObjectIniti
 
         DefaultFOV = 90.0f;
         DefaultAspectRatio = 1.33333f;
 +       bConstrainAspectRatio = false;
         DefaultOrthoWidth = 512.0f;
         bHidden = true;
         bReplicates = false;
 @@ -484,7 +485,8 @@ void APlayerCameraManager::UpdateViewTarget(FTViewTarget& OutVT, float DeltaTime
         //@TODO: CAMERA: Should probably reset the view target POV fully here
         OutVT.POV.FOV = DefaultFOV;
         OutVT.POV.OrthoWidth = DefaultOrthoWidth;
 -       OutVT.POV.bConstrainAspectRatio = false;
 +       OutVT.POV.AspectRatio = DefaultAspectRatio;
 +       OutVT.POV.bConstrainAspectRatio = bConstrainAspectRatio;
         OutVT.POV.bUseFieldOfViewForLOD = true;
         OutVT.POV.ProjectionMode = bIsOrthographic ? ECameraProjectionMode::Orthographic : ECameraProjectionMode::Perspective;
         OutVT.POV.PostProcessSettings.SetBaseValues();
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answered May 13 '16 at 04:40 AM

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CleanCut
2.1k 67 84 77

avatar image CleanCut May 13 '16 at 04:59 AM

Here is my pull request for 4.11

edit: see next comment

avatar image CleanCut Jul 12 '16 at 09:53 PM

I found that PRs should be against the master branch. Here is the new pull request against the master branch.

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