Auto Settings 1.5.0
UE 4.20Example project 1.5
New:
- PlayerControllers can determine which input preset they should use by default via
IAutoSettingsPlayerinterface - PlayerControllers can determine how to save and load input mappings via
IAutoSettingsPlayerinterface This is useful if you need to store saved mappings yourself instead of using the default config implementation - Added a
OnPressedcapture mode toBindCapturePromptwhich makes it possible to capture input on key down rather than key up, if you are not using modifier keys BindCapturePromptcan be restricted to only accept input from a Key Group, rejecting other input and staying open- Added
BlacklistedActionsandBlacklistedAxesto Auto Settings config, allowing input mappings to be ignored by the system - Exposed some more properties of various widgets with
BlueprintReadWriteandBlueprintReadOnly - Added "Update" functions to some widget types that is called when properties change at runtime, which can be used for responding to data changes as an alternative to UMG's data binding
- InputMapping (ActionMapping and AxisMapping) can now be passed a chord from an external source to bind it to an action or axis
- Added
OnChordRejectedandOnCapturePromptCloseddelegates toBindCapturePrompt - Added
bIgnoreGameViewportInputWhileCapturingproperty toBindCapturePromptto control if the prompt should block input from the game viewport
Editor:
ActionLabelandAxisLabelwill now preview the default input preset in the editor (e.g. if anActionLabelis for Jump, it would show Spacebar if that's the default mapping) This requires the KeyLabel you are using to implementUpdateKeyLabel- Added
TitlePropertymeta tag to many config arrays allowing the contents to be viewed more easily while editing Auto Settings config in project settings