Windows game renders at a higher resolution when switched from UE5.4 to UE5.7

I am working on a couple of Paper2D games in C++

They are fixed at 1920x1080 and I even set the screen resolution to 1920x1080 fullscreen on startup

	UserSettings->SetScreenResolution({1920, 1080});
	UserSettings->SetFullscreenMode(EWindowMode::Fullscreen);
	UserSettings->SetResolutionScaleNormalized(1.0f);
	UserSettings->ApplySettings(false);

This following camera setup filling the whole screen worked fine in UE54 until now building on UE5.7

Camera->ProjectionMode = ECameraProjectionMode::Orthographic;
Camera->OrthoWidth = 1920.0f;
Camera->AspectRatio = 9.0f / 16.0f;

For some reason in UE5.7, it’s all changed - the width value 1920 seems to zoom the camera out and the game is rendered smaller in the middle of the screen, giving me a much larger canvas? If I decrease that number now to 1080 to zoom in, the game appears back to normal scale, which I don’t understand

Only the sprites and text components are affected

UMG widgets appear correctly at the right locations, regardless of the OrthoWidth

All I did was upgrade my project to UE5.7, I didn’t change any settings

Pixels per unit on the sprites is still 1.0

Is UE5.7 doing some other sort of scaling?

Ok fixed:

// in UE5.4 worked fine without setting the aspect ratio, but in UE5.7 can either:
Camera->bOverrideAspectRatioAxisConstraint = true;
... or:
Camera->bConstrainAspectRatio = true;
Camera->AspectRatio = 16.0f / 9.0f;