Moved input-related logic to a new module called AutoSettingsInput. This should be a seamless change from Blueprint, but module and class names may have to be updated if you are referencing input-related plugin API from code. The new Input module also has its own page in the project settings, which is migrated from the existing page automatically.
Added a LoadKeyIcons helper function to preload key icons
ComboBoxSetting will now show the currently applied value even if it is not in the list of available options, instead of showing an empty space
Fixed warning about bIsDefault not being initialized properly
Fixed Linked Mapping Groups configuration not working as expected
Mouse axis directions are now captured by BindCapturePrompt. Now you can capture inverted mappings such as Mouse Down for Look Up, etc, instead of only the axis itself.
Fixed a bug causing the default key for an axis mapping to not be captured after an axis key was bound (e.g. MoveForward not being set to W again after it was bound to Mouse Y axis)
Fixed a bug with the directional axis icons in 1.16 where inverted icons were being shown for the Gamepad Right Stick Y axis because of how Unreal or the underlying drivers invert it under the hood. The plugin should now "flip back" the displayed axis if the axis mapping has the -1 scale, which is how Right Stick Y is normally mapped to undo the inversion.
Added support for showing directional axis button icons if the texture is available. For example, show the icon for Gamepad Left Stick Up if it exists instead of Gamepad Left Stick Y if the scale is 1, or Gamepad Left Stick Down if the scale is -1.
Added directional thumbstick icons to the example project (These are custom-made based on the royalty-free ones by Xelu)
Exposed more widget properties with BlueprintReadWrite and EditAnywhere