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All engine versions

14 releases supporting UE 5.6

2.2.1

UE 5.4–5.8Example project 2.2.1
  • Fixed Basic Input Mapping Selector displaying the example project's demo key label instead of the plugin-owned basic key label which was causing errors in some cases.
  • Fixed initialization and PIE restoration for settings managed by another setting.

2.2.0

UE 5.4–5.8Example project 2.2.0
  • New:
    • UE 5.8 now supported
    • Input binding clear support for remapping widgets
      • InputMappingSettingWidget now supports clear actions during capture via ClearKeys.
      • Added ClearMapping function to support manual clearing.
    • Added support for configurable handling when a key is rejected during capture (continue capture vs. stop capture).
  • Improved:
    • Input capture control and filtering properties moved to InputMappingSettingWidget instead of the global input project settings.
      • Existing values from the project settings are used as the defaults so that they are not lost.
  • Fixed:
    • Hardened rich text decorator rendering
      • Fixed crashes in decorator rendering when icon data is missing or the action is unbound.
      • Added safe text fallback rendering (- when unbound).
    • Added earlier validation for input mapping setting keys against authored mapping contexts to prevent ensure() being triggered later on.
  • Example project:
    • Added Escape and Gamepad Special Right as mapping capture escape key in WBP_DemoInputMappingSelector.

2.1.3

UE 5.4–5.7Example project 2.1.3
  • Fixed CQTest plugin dependency issue causing launch failures in some scenarios
  • Cleaned up some warnings

2.1.2

UE 5.4–5.7Example project 2.1.2
  • Fixed Linux Clang compilation errors

2.1.1

UE 5.4–5.7Example project 2.1.1
  • Fixed a test module dependency issue that was causing launch failures when CommonUI plugin was not enabled.

2.1.0

UE 5.4–5.7Example project 2.1.0
  • Added project settings to choose automatic or manual initialization for global and player setting registries. Manual mode lets games defer the first registration and apply pass until Blueprint or C++ calls Initialize on the configured SettingRegistry.
  • Fixed Auto Settings Common Combo Box String so close handling is restored after the widget's Slate resources are released and rebuilt.

2.0.1

UE 5.4–5.7Example project 2.0.1
  • Fixed console variable asset change handling so unrelated Blueprint assets are not loaded during updates.
  • Fixed PawnPossessedSettingBindingTrigger so bindings now invalidate and rebind when the owning local player's active PlayerController changes, not just when the current controller possesses a new pawn.

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 SettingRegistry as an alternative to using a BindingStrategy.
    • 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 Setting modifier for setting-based input scaling.
  • Improved:
    • Renamed SettingApplicationStrategy to SettingBindingStrategy.
    • BindingStrategy is 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 ButtonGroupSetting to ButtonGroupSettingWidget and ResolutionOptionFactory to ResolutionOptionSource for consistency.
  • Fixed:
    • Fixed a crash in Auto Settings Common Combo Box String caused by back-handler re-registration.
    • Fixed Windows launcher-engine / Clang build compatibility issues.
  • 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.

2.0.0-beta.7

UE 5.4–5.6Example project 2.0.0-beta.7
  • Fixed a crash that could occur using Auto Settings Common Combo Box String while the game is paused

2.0.0-beta.6

UE 5.4–5.6Example project 2.0.0-beta.6
  • New: Console Variable Setting Application Strategy now provides a dedicated Console Variable Name property on Setting Widgets that are using it.
  • Fixed an initialization order issue that was causing Input Mappings to fail in 5.6 due to changes in Enhanced Input User Settings initialization timing.
  • Fixed an issue with a check() being hit when exiting the game in standalone mode.

2.0.0-beta.5

UE 5.4–5.6Example project 2.0.0-beta.5
  • General:
    • UE 5.6 now supported.
    • Added AutoSettingsScalabilitySubsystem which handles running and caching the results of Unreal's synth benchmark, and determining quality settings based on the results.
    • Fixed CommonUI optional dependency which was being treated as required.
    • Significant code restructuring, organization, cleanup, and comments.
  • Example Project:
    • Added an Auto option to the OverallQuality setting which uses AutoSettingsScalabilitySubsystem to determine the best settings for the user's hardware.
    • Added editor validation to ensure the example project is used with the correct version of the plugin.
  • Settings:
    • Moved Setting UI widgets and utilities into a new AutoSettingsUI module for better separation of concerns. The AutoSettings module now contains the core settings framework, without any of the UI layer.
    • Added a new SettingDefaultProvider class that settings can use to dynamically provide default values. For example, enabling upscaling techniques by default based on compatible hardware.
    • Setting Dependencies renamed to Controlled Settings to be more clear about the direction of the relationship.
    • Settings now save and apply their Controlled Settings automatically.
    • Refactored ApplySetting and SaveSetting API into SetSetting.
    • Prevented modifying settings after the SettingRegistry is deinitialized. This stops strange and unexpected behavior in editor if games are attempting to modify settings during or after the end of the play session.
  • Console Variables:
    • Console Variable Class system now registers native console variables from the engine subsystem so that they are available in editor.
    • Console Variable Class system refactored to utilize templating for typed logic instead of macros.
    • Fixed a crash that could happen with empty console variable string values.
  • Input Mapping:
    • Reworked NegateAxisKey modifier into AxisDirection to add the ability for players to change axis direction using player input mappings. For example, a player can now map "Gamepad Left Stick Down" to "Move Forward", which wasn't previously possible and would force it it to "Gamepad Left Stick Up" instead. The modifier will dynamically invert the mapping based on a saved scale stored with the mapping.
    • Implemented a caching layer to optimize fetching Enhanced Input data that is slow to lookup and doesn't change at runtime. This helps improve performance of the AxisDirection modifier which is critical as it may be running every frame.
    • Added design-time previewing of Input Mapping widgets.
    • Added validation for the EnableUserSettings Enhanced Input flag, which is required for AutoSettings to work.

1.33.0

UE 5.3–5.7Example project 1.33
  • Added BindingClearKeys to the project settings to specify keys that should clear the current binding
  • Added manual unbind/clear support to InputMappingManager, BindCaptureButton, and BindCapturePrompt

1.31.0

UE 5.4–5.6Example project 1.31
  • Fixed a crash that could happen with empty console variable string values (backported from 2.0)
  • Supports latest 3 engine versions

1.30.0

UE 5.6Example project 1.30
  • UE 5.6 now supported
  • Added editor validation to ensure the example project is used with the correct version of the plugin