Added a Regenerate Options function to Select Setting which when called, will trigger a re-evaluation of the Option Factory and reconstruction of available options. This is useful where the available options need to change dynamically based on the conditions set up inside the Option Factory class.
Error handling and logging improvements
Fixed:
Fixed player inputs not being registered in Play As Client
Fixed a crash when using the debug camera (; key) in editor, because Auto Settings wasn't expecting the Local Player to be removed
Fixed an issue involving settings that change other settings (For example, Post Process Quality modifying Bloom Quality and Motion Blur Quality), that was causing the inner setting value to be lost upon engine load if it was initially modified before the outer setting value
Fixed an issue that was causing Auto-Detect scalability to not affect scalability categories that had already been set by console
Example project:
The numeric label in the Styled Slider Setting widget is now an editable text box which allows the user to set the value more precisely
Input Mapping system now store only the modified mappings, and applies them on top of the preset mappings. This means changes to the project input presets will now affect players with custom mappings too, unless the changes would cause a collision.
Added project settings to change the config file and section that settings are stored in
Exposed Left Value and Right Value of Slider Setting to Blueprint
Exposed Get Unique Player Identifier and Get Default Input Mapping Preset of Auto Settings Player interface to Blueprint
Changed the default Mouse Capture Distance from 20 to 80, to reduce the likelihood of accidentally capturing mouse axes for input mappings
Fixed:
There was an issue in the previous 1.11 version causing project settings for Axis Associations to be lost because of config files being stripped out of the plugin during the marketplace deployment process. Added a workaround to fix this. If your project was using the 1.11 version at any point, please also check the Axis Associations in the project settings are set up correctly.
Example project:
Added secondary columns on the Input page for both KB+M and Gamepad as a new example of multiple mapping groups in use
Added another map with an example scenario showing the implementation of custom saving and loading logic to store player inputs on a Save Game class instead of in config files, which is useful when shipping on console platforms