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2 Commits

Author SHA1 Message Date
blaflamme87
d1aa8a5b2d Commented out Hardcoding setting view mode to fullscreen. 2025-04-25 12:54:46 -04:00
blaflamme87
f44fac7871 Created DefaultGameUserSettings.ini to set the default screen mode to Windowed.
This was actually a way bigger pain than it should have been because no one on the internet tells you that you NEED to include Version=5 with your GameUserSettings otherwise they get nuked.
2025-04-24 22:00:43 -04:00
24 changed files with 9 additions and 24 deletions

View File

@ -220,7 +220,6 @@ MinSampleRate=8000.000000
CompressionQualityModifier=1.000000
AutoStreamingThreshold=0.000000
SoundCueCookQualityIndex=-1
DefaultWindowMode=Fullscreen
[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'

View File

@ -0,0 +1,8 @@
[/Script/Engine.GameUserSettings]
Version=5
FullscreenMode=2
LastConfirmedFullscreenMode=2
ResolutionSizeX=1280
ResolutionSizeY=720
LastUserConfirmedResolutionSizeX=1280
LastUserConfirmedResolutionSizeY=720

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View File

@ -21,9 +21,6 @@ void ULuckyRobotsGameInstance::Init()
{
Super::Init();
// Set fullscreen mode on startup
DoResolutionChange(true);
auto UISubsystem = GetSubsystem<UUISubsystem>();
if (UISubsystem)
{

View File

@ -20,7 +20,7 @@ void UMainScreenUserWidget::NativeConstruct()
if (GameInstance)
{
GameInstance->bIsFirstOpenGame = false;
GameInstance->DoResolutionChange(bIsFullScreen);
//GameInstance->DoResolutionChange(bIsFullScreen);
GameInstance->OnMessageDispatched.AddDynamic(this, &UMainScreenUserWidget::OnMessageDispatchedHandler);
}

View File

@ -695,23 +695,4 @@ struct FParsedData
UPROPERTY(BlueprintReadWrite, Category = "Parsed Data")
FString Quality;
};
USTRUCT(BlueprintType)
struct FSaveGameSettings
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float f_ambient;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float f_effect;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float f_ui;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float f_music;
};