My window rescales if i set a resolution in fullscreen mode instead of applying the resolution.
I am calling UGameUserSettings::SetScreenResolution()
Does anyone know whats going on? Any help appreciated
My window rescales if i set a resolution in fullscreen mode instead of applying the resolution.
I am calling UGameUserSettings::SetScreenResolution()
Does anyone know whats going on? Any help appreciated
are you in windowed fullscreen or just plain old fullscreen?
The window mode is set to fullscreen.
But i am using dx12, which i think sets it to windowed fullscreen by default.
that will be the issue, it needs to be in fullscreen and not windowed fullscreen since windowed fullscreen us a borderless window with the resolution of the screen. this means if you change the resolution it changes the window size. hope this helps!
so if you use dx12 or vulkan you cannot use any other resolution than your native monitor resolution?
that can’t be right.
If i look at the code it should change the resolution quality instead of the window size.
const int32 ScreenWidth = (FullscreenMode == EWindowMode::WindowedFullscreen) ? GetDesktopResolution().X : ResolutionSizeX;
const int32 ScreenHeight = (FullscreenMode == EWindowMode::WindowedFullscreen) ? GetDesktopResolution().Y : ResolutionSizeY;
Only in windowed mode (not windowed fullscreen) the window size should scale.
but windowed fullscreen is not “locked to the edge of the screen” like fullscreen, it’s still just windowed mode without the windows border, this is a post on a similar issue that might help you: Screen Resolution Settings - Rendering - Unreal Engine Forums
I still don’t see it the SWindow border is set to bCanResize = false if windowmode != Ewindowmode::windowed;
But nevertheless how does other games handle this? UT for example supports windowed fullscreen which stays fullscreen with dx12. Same for Squad and Vampyr.