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Inconsistent use of GameUserSettings

It is possible to alter ...\MyProject\Saved\Config\Windows\GameUserSettings.ini to effect the behavior of the resolution and startup state of the game when run as "Standalone Game" from the Editor. However the settings don't appear to effect a packed game and there are no Editor settings that allow you to do the same thing for a packed version of your game (in UE4.1). There is apparently nowhere in the editor or project settings that allow you to control this. I would like to be able to set the following and have them affect a release build of the game as they do when running a standalone game from the editor: ResolutionSizeX=0 ResolutionSizeY=0 bUseDesktopResolutionForFullscreen=True FullscreenMode=0 Can you advise me as to how to make the same settings that effect the "standalone game" when run from the editor work with a packaged release version of my game? I can use a Blueprint to set "r.FullScreenMode" but I can't set bUseDesktopResolutionForFullscreen for instance. I don't want to hardwire a screen resolution using r.SetRes. Some people on the forum say you can run the game and then alter WindowsNoEditor\MyGame\Saved\Config\WindowsNoEditor\GameUserSettings.ini but I don't have an instance of that, even after running the game. I have even tried adding one, to no avail. I am looking for a solution which doesn't involve editing the game engine in C++. Thanks

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asked May 26 '14 at 06:26 PM in Packaging & Deployment

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avatar image gmpreussner STAFF May 27 '14 at 04:09 PM

Hi Nick,

Thanks for pointing this out. We should probably expose these settings in the Project Settings UI, but I have to double check with the owner of the settings. In the meantime, you could create the following file and populate it with the desired settings: /YourProject/Config/DefaultGameUserSettings.ini

This file will then become the default for your project, and it should be included in packaged builds as well.

I'll get back to you with more details once I spoke to the owner of those settings.

avatar image NickTutecnix May 27 '14 at 04:32 PM

Great, thanks for your response. I'm sure this will help a lot of us. Just to note for people reading this, if you set ResolutionSizeX=0 ResolutionSizeY=0 and then set bUseDesktopResolutionForFullscreen=True and FullscreenMode=0 then the game will run full screen using the desktop resolution. If you set FullScreenMode to 1 then it will use Windowed full screen. If you set Full ScreeMode to 2 then it will be windowed (so using desktop resolution is not really appropriate).

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Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes. If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, could you please submit a new report for it.


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answered Nov 25 '14 at 04:38 PM

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[Epic] Gribbs ♦♦ STAFF
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