Auto Settings 2.0.0
UE 5.4–5.7Example project 2.0.0
This entry summarizes the final changes since 2.0.0-beta.7. For the full 1.x to 2.0 transition, see the earlier 2.0.0 beta release notes below.
- New:
- Added manual applied-value callback registration on
SettingRegistryas an alternative to using aBindingStrategy. - Added reusable binding triggers to invalidate and recreate runtime bindings when their target context changes, such as when a player possesses a new pawn.
- Added resolved setting key previews and config path validation improvements in the editor.
- Added an Enhanced Input
Scale By Settingmodifier for setting-based input scaling.
- Added manual applied-value callback registration on
- Improved:
- Renamed
SettingApplicationStrategytoSettingBindingStrategy. BindingStrategyis now optional because the registry owns the source of truth for the applied value and the strategy is only used to sync with game systems.- Renamed
ButtonGroupSettingtoButtonGroupSettingWidgetandResolutionOptionFactorytoResolutionOptionSourcefor consistency.
- Renamed
- Fixed:
- Fixed a crash in
Auto Settings Common Combo Box Stringcaused by back-handler re-registration. - Fixed Windows launcher-engine / Clang build compatibility issues.
- Fixed a crash in
- Example Project:
- Added a description side panel.
- Updated menu styling.
- Improved focus handling and navigation.
- Added separate controller and keyboard/mouse look sensitivity settings using the setting scalar input modifier.
- Field of view and controller icon settings now use per-player bindings.
- Fixed local multiplayer and splitscreen issues, including duplicate menu opening.