Fullscreen problems when Windows bar is on left or on top

The following problems happen when Windows bar is on the left or top of the screen, NOT when the bar is on bottom of the screen or on the right. I think it is related to the fact that desktop origin is not at (0, 0) of the screen.

The problems I encountered are:

1 - IN BORDERLESS FULLSCREEN
The game window is translated so that Windows bar is visible, so e.g. with bar on left the windows is translated 40 pixel to right, and it protrudes 40 pixel outside the right border of the screen.

2 - IN FULLSCREEN (NON BORDERLESS)
If the game window loses focus (e.g. with alt+tab), when then it is refocused the hit tests of the mouse cursor on UMG UI elements are translated by 40 pixels to left or up depending on Windows bar position.

To reproduce 1:

  • put Windows bar on left side of the screen (no auto hide)
  • create third person blueprint project
  • run standalone
  • go borderless fullscreen with alt+enter
  • Windows bar will be visible and maximized window will go 40 pixel outside right border of scree (visible on a secondary screen)

To reproduce 2:

  • put Windows bar on left side of the screen (no auto hide)
  • create third person blueprint project
  • create a UMG Widget named TestWidget and put a button in it
  • put this in level blueprint:

  • run standalone
  • go fullscreen with alt+enter
  • change focused window with alt+tab
  • go back to game window with alt+tab
  • the button in the widget will not get in hovered state if mouse cursor is on it nearby its left side

Hello matfer,

After doing some digging I was able to find that this appears to share the same root cause as a known issue. I have provided a link to the public tracker. I hope that this information helps.

Link: Unreal Engine Issues and Bug Tracker (UE-36371)

Make it a great day

Engine version: 4.14.3 version, same problem.

Both on Windows 8.1, and on the other PC with windows 7(both x64).

And for some reason task bar on the right\bottom will not cause the bug…

Unreal Engine Issues and Bug Tracker (UE-36371) it says “cannot reproduce”. I can reproduce it with my close eyes…

All tested in Packaged game(Developing build).

Hello normal_ST,

When you reproduced this issue, did you use the latest version of of the engine?

It’s in my message up there: “Engine version: 4.14.3 version, same problem.”

So the answer is no.

Of course I will try it with 4.15 when it will have all the patches out, and report here if you insist… You see, my co-worker is using Windows with task bar being pinned to the left(He is probably crazy, I dunno), so we’re probably gonna test it out sooner than later.

Cya, and thanks for the answer!

If you could update the thread when you get a chance on weather or not this issue is still occurring in 4.15 I will be happy to assist you further.

Make it a great day

Finally I discover this issue! Both Dead by Daylight and Fractured Space (and probably other UE4 games) have broken fullscreen modes for all users with vertical taskbars. This is the most discussed issue in the bug report forums for Dead by Daylight as of right now. Steam Community :: Error

Can I enquire about the state of the problem?

Hello mystrdat,

If you asking about the issue that was reported on this thread, you could use the link provided above that leads to the public tracker. I hope that this information helps.

Make it a great day

Hi Rudy, thanks for the reply. I can only upvote the issue (which I did), otherwise any operation seems locked for UDN members. I would gladly provide details or anything more to the tracker otherwise.

This is still a problem in version 4.18.2.

The only thing that allows proper full screen without the taskbar is to put the taskbar at the bottom. Never mind the fact that I hate having it at the bottom, I can’t dictate to users where they put their taskbar just so my game window works properly.

This is rather frustrating as I identified this problem over a year ago and it still hasn’t been fixed.

This is still a bug in version 4.22.3. There are hundreds of people complaining about this, not just in relation to UE4 directly, but on forums for games based on it.

This really needs to be fixed.