GameUserSettings::IsFullscreenModeDirty() always returns true in WindowedFullscreen

The GameUserSettings::IsFullscreenModeDirty() always returns true when the active window mode (GameUserSettings::GetFullscreenMode()) is EWindowMode::WindowedFullscreen. Is this as designed, or is it a bug?

Hello geoffj,

How are you setting your EWindowMode? Depending on how you’re doing it, this boolean may never change.

The IsFullscreenModeDirty is used to see if you should be running Apply Resolution Settings. It’s tracking to see if the EWindowMode variable in GameUserSettings has been changed since the last time the Resolution Settings were applied. As an example, you can see this in action with the following setup:

When using SetFullscreenMode, the value itself changes but the settings are not applied until ApplyResolutionSettings is run to apply the changes. When you start playing, it’ll start printing out “false” on tick until you switch to one of the other Fullscreen modes. I hope this explains what this boolean is meant to be used for. If you have any more questions, please let me know.

I am using it like you say. I call SetFullscreenMode(mode), then call ApplyResolutionSettings. If mode is either Windowed or Fullscreen, then any subsequent calls to IsFullscreenModeDirty return false, as expected. However, if the mode was set to WindowedFullscreen instead, then IsFullscreenModeDirty always returns true.

In the BP I’ve shown, if you set to WindowedFullscreen (E) then apply the changes (A), the output will continue to say true.

Thank you for being persistent on this, I’m not sure why this didn’t happen the first time I tried but going back I’m seeing the same issues. I’ve placed a bug report in for this issue which you can find and track here: UE-42407

Hey Matthew, I’ve just created a pull request for this issue: .com/EpicGames/UnrealEngine/pull/3336

Error 404 :confused:

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Thank you Stefan. As you mentioned it on the Pull Request, our automated system has picked up on it and mentioned it on the bug report.