OldUnreal / Unreal-testing

OU 227 testing
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[pre-beta] Game launch focus issues #97

Closed Bleeder91 closed 2 years ago

Bleeder91 commented 3 years ago

Windows 10 Edu, 64-bit.

  1. Launching a map from the editor. When I launch a map through the editor (xgl), it will minimize the game on launch as if the Editor (or console) is getting focus.

  2. Launching the game. When I launch the game (xgl), it will launch full screen but the window will not have focus. I have to click on it before I can interact within the game.

ividyon commented 3 years ago

I cannot reproduce either of these.

I am also not sure how it is possible to recognize focus issues when the game starts in fullscreen (It does for me on both occasions).

What is the sign that the window is unfocused, while in fullscreen?

Bleeder91 commented 3 years ago

I have 3 monitors with each having either firefox, discord or mail/Windows media player open. Main monitor launches unreal in fullscreen and lacks keyboard input. Once I click (onto the game), it will flicker for a bit before it actually has user input, ie focus. I can't pinpoint what is causing it, yet, but I had a couple of times where it did get focus correctly on launch.

vide0hanz commented 3 years ago

Not sure if this is related, but I have a similar issue on Linux while toggling fullscreen off/on -- It's easy to reproduce in a tiling window manager which automatically resizes windows to a specific area.

While in the Unreal menu, If the mouse cursor is placed in an area outside of where the game window is arranged and resized, the game will steal the cursor from the desktop, but it is hidden until pressing ESC twice (once to go back to game, then back to menu again).

If the mouse cursor is placed INSIDE the area where it is tiled and resized, the cursor is unaffected.

TheQuickFox commented 2 years ago

Unfortunately I can confirm that with the latest github build Unreal opens in the background/without focus. It still captures the mouse which leads to unwanted behavior if another window is over the Unreal game window.

Windows 11 x64

Log: Log file open, 06/07/22 01:06:22 Init: Name subsystem initialized Init: Version: 227 Subversion: 10 Init: Compiled: Jun 2 2022 20:40:23 Init: Command line: Init: Base directory: E:\Unreal\System\ Init: Character set: Unicode Log: Bound to Engine.dll Log: Bound to Core.dll Log: Bound to Window.dll Init: Object subsystem initialized Init: OS: Windows Init: Computer: P5820 Init: User: Administrator Init: Memory total: Phys=4194303K Pagef=4194303K Virt=4194176K Init: Working set: 32000 / 159000 Init: Timer Frequency=3696.007009 MHz - Timing Source = RDTSC Init: CPU Page size=4096, Processors / Cores=16 Init: CPU Detected: Intel(R) Xeon(R) W-2145 CPU @ 3.70GHz Init: CPU Features: MMX SSE SSE2 SSE3 SSSE3 SSE41 SSE42 Log: Not forcing CPU affinity. Init: Unreal engine initialized Log: Bound to PhysXPhysics.dll PhysX: Initializing PhysX physics engine (ver 4.1.1)! Log: Bound to WinDrv.dll Init: Enhanced Pointer Precision Enabled - Mouse info: 6 10 1 Init: Initializing DirectDraw Init: DirectDraw drivers detected: Init: display (Primary Display Driver) Init: DirectDraw: Enumerated Display Modes: Init: DirectDraw initialized successfully Init: Client initialized Log: Bound to Render.dll Init: Lighting subsystem initialized Init: Rendering initialized Log: LoadMap: EntryII.unr Log: Bound to Fire.dll Log: Bound to Emitter.dll Log: Bound to Editor.dll Log: Bringing Level EntryII.MyLevel up for play (0)... PhysX: New PhysX scene 1380F1E0 - Level EntryII.MyLevel ScriptLog: InitGame: ScriptLog: Difficulty 1 ScriptLog: Base Mutator is EntryII.Mutator Init: Initialized moving brush tracker for Level EntryII.MyLevel Log: Browse: Unreal.unr?Name=Hyper.nl?Class=UnrealShare.MaleThree?Skin=Male3Skins.Bane?Face=?Team=0?Password=Password Log: LoadMap: Unreal.unr?Name=Hyper.nl?Class=UnrealShare.MaleThree?Skin=Male3Skins.Bane?Face=?Team=0?Password=Password Log: Bringing Level Unreal.MyLevel up for play (0)... PhysX: New PhysX scene 1380E340 - Level Unreal.MyLevel ScriptLog: InitGame: ?Name=Hyper.nl?Class=UnrealShare.MaleThree?Skin=Male3Skins.Bane?Face=?Team=0?Password=Password ScriptLog: Difficulty 1 ScriptLog: Base Mutator is Unreal.Mutator Init: Initialized moving brush tracker for Level Unreal.MyLevel Log: Bound to UPak.dll Log: Bound to IpDrv.dll Log: Possessed PlayerPawn: MaleThree Unreal.MaleThree ServerLog: All inventory from Hyper.nl is accepted Init: Input system initialized for WindowsViewport Log: Opened viewport Log: Bound to D3D9Drv.dll Log: Initializing D3D9Drv... Log: Enter SetRes() Log: D3D adapter driver : nvldumd.dll Log: D3D adapter description : NVIDIA GeForce RTX 3070 Log: D3D adapter id : 0x10DE:0x2484 Init: Depth bits: 24 Init: AA samples: 4 Log: 8 Texture Mapping Units found Log: MaxAnisotropy: 16 Log: Trying to use S3TC extension. Log: MaxTextureSize: 16384 Log: MinLogTextureSize: 2 Log: MaxLogTextureSize: 14 Log: UseDetailAlpha: 1 Log: Bound to ALAudio.dll Init: ALAudio: Trying to autodetect HRTF. Note: Autodetection may only work with USB headphones. Init: ALAudio: We are using OpenAL device: OpenAL Soft Init: ALAudio: OutputRateNum 5(44100 Hz) SampleRateNum 5 (44100 Hz) Init: ALAudio: Can't set OutputRate of 44100, using system (OS) defaults of 48000. Some backends don't support setting custom rates for specific applications (MMDevAPI or ALSA without dmix). In this case setting something higher than what the system is outputting is unnecessary since it's just going to be downsampled for output anyway, and setting it lower is just going to make it get upsampled after OpenAL Soft has already applied its filters and effects. Adjust your system settings instead. Init: ALAudio: Audio hardware supports 255 mono (usually sound) and 1 stereo (usually music) sources. Init: ALAudio: auto matched SampleRate (48000 Hz) to OutputRate (48000 Hz). Init: ALAudio: OpenALSoft extension ALC_SOFT_HRTF found. Init: ALAudio: HRTF is disabled. Init: OpenAL Effects extension version 1.0 found. Init: ALAudio: EFX initialized. Init: ALAudio: Version 1.1 ALSOFT 1.21.1 found Init: ALAudio subsystem initialized. Init: Game engine initialized Log: Startup time: 0.872986 seconds Warning: FIREWALL: XP.SP2 FireWall Not Enabled Warning: FIREWALL: Freed XP.SP2 Firewall Object Log: ALAudio: playing flyby Flightcastle (Impulse Tracker 2.14v3 IT 1.00) ScriptLog: Creating root window: UMenu.UMenuRootWindow Log: appRequestExit(0) Closing by request: QUIT Exit: Preparing to exit. Log: Unbound to Engine.dll Log: Unbound to Core.dll Log: Unbound to Window.dll Exit: Game engine shut down Log: Unbound to PhysXPhysics.dll PhysX: End PhysX scene 1380F1E0 - EntryII.MyLevel PhysX: End PhysX scene 1380E340 - Unreal.MyLevel Exit: Shutting down PhysX physics engine. Log: Unbound to WinDrv.dll Log: DirectDraw End Mode Log: Flushing cache Exit: DirectDraw released Exit: Windows client shut down Log: Unbound to Render.dll Exit: Lighting subsystem shut down Exit: Rendering shut down Log: Unbound to Fire.dll Log: Unbound to Emitter.dll Log: Unbound to Editor.dll Init: Shut down moving brush tracker for Level EntryII.MyLevel Init: Shut down moving brush tracker for Level Unreal.MyLevel Log: Unbound to UPak.dll Log: Unbound to IpDrv.dll Log: Unbound to D3D9Drv.dll Log: Unbound to ALAudio.dll Exit: ALAudio: subsystem shut down. Exit: ALAudio: Audio subsystem shut down. Exit: Object subsystem successfully closed. Exit: Shutdown multi-threading took 0.29 MS Exit: Exiting. Log: Memory Allocation Status Log: Curr Memory 1.098M / 3.266M Log: Peak Memory 184.446M / 186.465M Log: Allocs 0 Current / 0 Total Log: Log file closed, 06/07/22 01:06:58

ividyon commented 2 years ago

I can, by now, actually confirm this bug as well. It's very obnoxious for editor work / previews.

TheQuickFox commented 2 years ago

Video: https://www.youtube.com/watch?v=00v0kYpyZxg

TheQuickFox commented 2 years ago

This one has been fixed with 227j release. At least for the game that is.

NeonKnightOA commented 2 years ago

Excellent!