[BP] SetScreenResolution works on one PC but not on other

Both my sis and I have laptops and monitors which we plug via VGA cable and use them to expand our desktop area, like this:

My sister has exactly this layout. And if we launch a packaged UE game we face a bunch of differencies:

  • On my PC, the game uses the native resolution of the used screen (right, a smaller one) automagically. I can also change it via my BP widget (below) and it works as intended.
  • If we launch our game on my sister’s laptop it will show up on the left side, and with wrong resolution. It seems that it uses the size of a smaller screen even if it shows up on the bigger one.
  • If we try to change resolution on my sister’s laptop the game does nothing. We can neither lower nor make the resolution bigger.
  • I can see available resolutions from 1024x768 up to 1600x900 (the latter one is laptop’s native), but my sis has options from 1024x768 up to 25XX x XXXX (actually I don’t remember, but numbers are huge). Such resolution isn’t possible because this laptop’s screen is 1366x768, and our external monitors are 1920x1080.

It is probably a bug. Everything works fine on my laptop but not on my sister’s one, though we test the same package.
I have Win10 with an Nvidia card, and my sis has Win8.1 with an AMD card. We both connect to monitors with VGA cable. I will collect more information asap, but probably tomorrow :c

We change the resolution via blueprint and use a combobox as an input. String-to-point works great and a confirmation widget ApplyResolutionModal creates on each laptop.

Here’s how we add options to the input:

Here is how we decode it on update and where resolution should change. You can see a widget creation on the right side — it executes on all laptops, so SetScreenResolution → Apply Settings execs too.

Hi CosmoGorynych,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • Can you post the dxdiags for both computers here so I can take a look?
  • What steps can I take to reproduce this error on my end?

I couldn’t reach sister’s laptop today, but I’ve noticed that the game always launches on the monitor which is marked as “main” (and we can’t change it through BP, which is bad D: ).

I will try to make a throughout test tomorrow.

So,
This issue is limited neither to one project nor one PC, but for a specific group of cables O_O If a computer recognizes a connected screen as non-PnP monitor then both system and UE will fail to get supported resolutions correctly, and UE won’t change resolution. We tested it on both monitors and a couple of other VGA-cables.

What is funny is that black cables are all buggy, but not black-and-blue.

My sis tells that usually UE games work well with this cable (Dead by Daylight, Heroes Reborn: Gemini, The Vanishing of Ethan Carter work as intended).

Here is a “test suite” I quickly made in UE: https://dl.dropboxusercontent.com/u/25234596/ResolutionTest.7z
Also here is working dxdiag info and dxdiag info with wrong resolution.
There are intel video cards in our laptops, but we launch games on Nvidia GeForce GT 650M and AMD Radeon 87xxM

Hi CosmoGorynych,

Unfortunately, I have been unable to reproduce this on my end. Do you have any specific steps that are required to be able to recreate this error?

Well, no, I don’t.
It occurs only in packaged game and if a monitor isn’t recognized as Plug-and-Play.

Without additional steps, I won’t be able to reproduce the error on my end. For now, I’m going to mark this as answered for tracking purposes. If you find steps I can take to reproduce this on my end, please post them here and I’ll be happy to take another look.