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Standalone game full screen goes black after minimize and restore

Not sure if this is an actual bug but it's very strange. My current project uses the Low Entry Extended Library to set the monitor full screen. I added a simple button and a c++ library function (void return and argument) based on the following article: https://answers.unrealengine.com/questions/327394/how-to-minimize-game-window-at-runtime.html and made it Blueprint-visible. I connected a Button widget to my function and it worked as expected. What didn't work as expected (in Windows 10) was when I clicked on the icon in my taskbar to re-expand it. First there was a black screen and the music track started back up. Then the mouse pointer appeared - and the screen stayed black.With some fiddling I managed to get the screen to appear but it shifted from my primary to secondary monitor and nothing on the new monitor responded to mouse clicks.

Product Version: UE 4.13
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asked Jan 25 '17 at 01:03 AM in Bug Reports

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avatar image Avelworldcreator Jan 25 '17 at 03:23 AM

I have a partial workaround. Before minimizing I take the program out of full screen mode. The problem that results is that when restoring the window I get a non-full screen window. What is it with Epic and not giving decent support to full-screen games? I just need an event to say "Your window has been restored from a minimized state". The only think I can think of doing is the even worse hack of checking the frigging screen size on every event tick. WHY????!!!!!

avatar image Rudy Q ♦♦ STAFF Jan 25 '17 at 02:57 PM

Hello Avelworldcreator,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project (this would include NOT using any 3rd party plugins)?

  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?

  3. Could you provide screen shots of any code/blueprints/settings that may be involved with this issue?

avatar image Rudy Q ♦♦ STAFF Jan 30 '17 at 06:50 PM

Hello Avelworldcreator,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.


avatar image Avelworldcreator Jan 31 '17 at 06:35 PM

I've got two jobs; sometimes hard to reply quickly. 1. Since there is no mechanism using Blueprints to control the screen size dynamically that I know of it would be impossible to reproduce this in a "clean" project without using a plugin. Executing a Run node fails consistently. Modifying .ini files is not runtime. Why Blueprints lacks easy access to such a basic feature is has me scratching my. 2. I gave the detailed steps in my original question. 3. No screen shots available. I had to create an additional Blueprint node in C++ to provide the basic functionality that should have been there in the first place. That solved the problem for now. The particular node I used from the plugin purchased from Epic's store had a peculiar notion of what Full Screen/Windowed means. Now doing a screenshot of the bug? When it blocks the display of almost everything including Process Manager? Not very likely.

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1 answer: sort voted first

Hello Avelworldcreator,

After reading over the information provided. It sounds like there is an issue with the plugin itself. We do not provide support for unofficial plugins. You will need to speak to the plugins creator for further assistance. I hope that this information helps.

Make it a great day

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answered Jan 31 '17 at 06:48 PM

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Rudy Q ♦♦ STAFF
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avatar image Avelworldcreator Feb 01 '17 at 11:24 PM

I agree the problem is with the plugin itself. This is a plugin sold in the Unreal Store. I'll see if I can find the source code for it and see how it differs from my methodology. I understand your position and inability to assist further.

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