I’ve been investigating resolution and fullscreen modes. In my testings, I’ve used the “Save Settings” node.
All that testing is finished (with the conclussion I need to study a lot before entering that area) , but now I can not get back to default settings. I’ve deleted all thar resolution and screen mode stuff from every BP in my project, but it’s still loading the last settings I saved.
The problem is all the setting I saved during those experiments were wrong.
Before tweaking, I could open a dialogue window (Easy FIle DIalogue plugin) and the dialogue window opened over the fullscreen game with no problems. I can not go back to that default configuration.
Since I tweaked on settings, I If set fullscreen mode, the game goes black when opening the dialogue,and I have to Alt-Tab to that window. As if it were a different app.
If I set it to windowed it works, but windowed.
I know this is possible because I still have a version packaged before I meed everything, where the dialogue window pops up over the fullscreen game with no issues.
It seems the engine remembers the last Save Settings and Always loads them. Is there any way to reset the engine screen setting to defaults?
That’s my current stup. I’ve tried to manually change it to FullScreen, Windowed Fullscreen and Windowed, and none of them behaves as before I tweaked.
I’d need to know the default setup, the settings I had before messing.
I found a project backup I made before messing with the settings with the right default values, now everything works as usual.
Some day I need to dedicate a few days for experimentation about display settings. It’s fundamental for my use of Unreal (mainly presentations with notebooks attached to projectors or big screens). But, for sure, I’ll do those tests and “crash learning” out of any commercial project with delivery deadline…
I tested Unity for a few days before I decided to stick to Unreal. With Unity you can very easily handle a 2nd monitor (or projector, whatever you plug in the HDMI output). For instance, send to that 2nd screen a render with no HUD or mouse. I mean, the presentation host has all menus and mouse in his laptop while the audience only sees the clean result. Being able to do that with Unreal would be FANTASTIC but I’ve found no way to do it with Blueprints. Some day I’ll open a question about this.
Thanks again tuerer. Your comment to my question was the right answer. Promote it to answer and we van close this newbies thread.