1.5.0.1
UE 4.20Example project 1.5
- Fixed Blueprint Category issue causing package to fail
New:
IAutoSettingsPlayer interfaceIAutoSettingsPlayer interface
This is useful if you need to store saved mappings yourself instead of using the default config implementationOnPressed capture mode to BindCapturePrompt which makes it possible to capture input on key down rather than key up, if you are not using modifier keysBindCapturePrompt can be restricted to only accept input from a Key Group, rejecting other input and staying openBlacklistedActions and BlacklistedAxes to Auto Settings config, allowing input mappings to be ignored by the systemBlueprintReadWrite and BlueprintReadOnlyOnChordRejected and OnCapturePromptClosed delegates to BindCapturePromptbIgnoreGameViewportInputWhileCapturing property to BindCapturePrompt to control if the prompt should block input from the game viewportEditor:
ActionLabel and AxisLabel will now preview the default input preset in the editor
(e.g. if an ActionLabel is for Jump, it would show Spacebar if that's the default mapping)
This requires the KeyLabel you are using to implement UpdateKeyLabelTitleProperty meta tag to many config arrays allowing the contents to be viewed more easily while editing Auto Settings config in project settingsApply Setting and Save Setting functions to Blueprint. These were intended to be exposed in a previous version but not correctly set up as static Blueprint-callable functions.Important note: Because of the config category change, projects upgrading from older versions of the plugin will have to move or copy the [/Script/AutoSettings.AutoSettingsConfig] category, including all of its entries, from YourProject/Config/DefaultEditorPerProjectUserSettings.ini to YourProject/Config/DefaultGame.ini to retain existing config values.