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All engine versions

10 releases supporting UE 5.7

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.

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

1.32.0

UE 5.7Example project 1.32
  • Compatibility release for UE 5.7