Fullscreen does not work in Play in Editor (New Window)

When running Play in Editor in a new window, there is no way to make the game fullscreen.

  • Alt-Enter does nothing.

  • F11 and shift-F11 apply to the editor viewport (visible in the background) rather than to the new window.

  • Maximising the window only makes it a maximised window, it doesn’t make it fullscreen.

  • Setting the size of the new window to the monitor’s native resolution (either via PiE options or via the r.setRes console command) only makes the window too large to fit on the screen, but still retains the border and title bar, making it useless.

The only way I can get fullscreen is to use Play in Editor in a window and then maximise the viewport (F11) and fullscreen the editor (shift-F11), but that’s awkward because I then have to un-maximise un-fullscreen to get the editor back after exiting PiE. Standalone game also works, but takes much longer to load.

Pressing alt-enter in a PiE window should make that window fullscreen (or preferably borderless-window fullscreen)
There should also be an option to always make PiE windows borderless in general.

Hello Nameless,

This is an issue we have identified internally which you can view here:

You can track the report’s status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.

Thank you, I hadn’t spotted that. I will add my vote to the bug.

Since Epic have refused to fix this for two years, and have instead marked the bug “Won’t fix”, below is a workaround to add fullscreen support to the Play In Editor / new window, using AutoHotkey.
It can also open the editor window in fullscreen by default, and automatically clicks into it to capture the mouse.

Note that you will need to have AutoHotkey installed to use this script.
Save as UE4StandaloneFullscreen.ahk and run before using the editor. Add it to system startup if necessary.

;
; Unreal Engine "Play In Editor" fullscreen mode script
; Switches the editor window to/from fullscreen mode on Alt+Enter
; Automatically puts the editor window in fullscreen mode on startup
;   (can be turned off, see below)
; Also automatically clicks into the game window to capture mouse input
;
; AutoHotkey Version: 1.x
; Language:       English
; Platform:       Win9x/NT
; Author:         Nameless Voice
;

#NoEnv  ; Recommended for performance and compatibility with future AutoHotkey releases.
SendMode Input  ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir%  ; Ensures a consistent starting directory.
SetTitleMatchMode, 2 ; Use partial title matching


; =========== Script configuration, adjust as needed ============

; Whether to automatically go full screen when entering game mode

autoFullscreen = true

; The mouse button to use to click on the window and capture the cursor
; should be one that doesn't do anything inmportant in the game
; Use a value such as L/R/M/X1/X2 for left/right//mouse4/mouse5, respectively
mouseButtonForCapture = X1



; Some parameters of the UE4 window, these might change on different versions operating systems
BorderWidth = 4
TitlebarHeight = 29


; =========== Script follows, don't edit below this point ============
isFullscreen = false
WindowID = Preview Standalone ahk_class UnrealWindow


#IfWinActive Unreal Editor ahk_class UnrealWindow
~!p::
	WinWait, %WindowID%
	isFullscreen := false

	; Click on the screen to activate
	MouseClick, %mouseButtonForCapture%, A_ScreenWidth/2, A_ScreenHeight/2

	if (autoFullscreen) {
		GoFullscreen()
	}
return

#IfWiNActive

#IfWinActive Preview Standalone ahk_class UnrealWindow
!Enter::
	if (!isFullscreen) {
		GoFullscreen()
	} else {
		LeaveFullscreen()
	}
return
#IfWiNActive



GoFullscreen()
{
	global BorderWidth
	global TitlebarHeight
	global WindowID
	global oldX, oldY, oldWidth, oldHeight
	global isFullscreen

	; Calculate the desired size 

	SysGet, screen, MonitorWorkArea
	TaskbarSize := A_ScreenHeight - screenBottom
	PosLeft := 0 - BorderWidth
	PosRight := A_ScreenWidth + (BorderWidth * 2)
	PosTop := 0 - TitlebarHeight
	PosBottom := A_ScreenHeight + TaskbarSize

	; Save old window position and size
	WinGetPos, oldX, oldY, oldWidth, oldHeight, %WindowID%

	WinSet, Top,, %WindowID%

	WinGet, id, , %WindowID%
	Result := DllCall("SetWindowPos", "uint", id, "uint", HWND_TOP, "Int", PosLeft, "Int", PosTop, "Int", PosRight, "Int", PosBottom, "UInt", 0x400)
	isFullscreen := true
}

LeaveFullscreen()
{
	global WindowID
	global oldX, oldY, oldWidth, oldHeight
	global isFullscreen

	WinMove, %WindowID%,, %oldX%, %oldY%, %oldWidth%, %oldHeight%
	isFullscreen := false
}
1 Like

I have found a related thread of the same and you can check out here: Unreal Engine Issues and Bug Tracker (UE-21499)

Thank you

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