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All engine versions

3 releases supporting UE 4.18

1.2.1

UE 4.18Example project 1.2
  • Fixed category-related errors from 1.2 upon packaging the game with the installed plugin
  • Fixed crash with extra clients in multiple-process play in editor

1.2.0

UE 4.18Example project 1.2

New:

  • Added the ability to dynamically prioritize between different Key Groups for action and axis labels. Set this by calling Set Player Key Group, or UInputMappingManager::SetPlayerKeyGroupStatic in code. Example usage for this would be automatically switching input prompts between gamepad and keyboard & mouse when the player changes input mode.
  • To support dynamic Key Group priorities, an empty tag for Key Group now represents "any" rather than the keys that are not used by any other key group. Projects with a gamepad key group will now also probably want a key group for keyboard and mouse. The keys used for prompts using an empty/any key group will be dynamically selected based on the player's Key Group.
  • Similarly, a Mapping Group of -1 represents "any". 0 is still the first mapping group, 1 the next, etc.
  • Added an easy Use non-gamepad keys option to Key Group so that users don't have to add every single key to a key group for keyboard and mouse.
  • Added the ability to bind mouse axes so that users can re-bind "look" inputs. Mouse axes can be blacklisted to revert to old behavior.
  • All BindWidget properties are now read-exposed to Blueprint. This means you can now access the internal control of a setting without needing to use code.
  • Exposed Is CVar Registered function to Blueprint.

Fixed:

  • Fixed error logs caused by ActionLabel trying to create widgets at design time.
  • Fixed warning logs caused by trying to register a setting for a CVar that already exists when the game is run past the first time in an editor session.
  • Converted plugin to IWYU to decrease compile times

Example project:

  • Removed the first Input page with Primary/Secondary columns, now there is a single Input page with Keyboard/Gamepad columns. This is still supported by the plugin but there were too many edge cases related to supporting multiple input layouts in the same project in parallel and in the end it was not worth the extra maintenance cost and complication that it would have to add to the plugin.
  • Added look and turn inputs to the input menu now that mouse axes can be bound.
  • Added more mappings to the "Alternate" preset.
  • Gamepad Right Stick Up and Down are now mapped to axis scales -1 and 1 respectively instead of 1 and -1. This is because the right stick Y axis has the opposite values of the left stick and I didn't realise when initially setting it up.
  • Added video setting for Max FPS.

1.1.1

UE 4.18Example project 1.1.1
  • UE 4.18 now supported