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Auto Settings - Game options and input binding toolkit

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  • replied
    Albie_123

    Hotfix for the previously discussed category issue is now live - if there are any other issues please let me know, thanks!

    (It has to be updated via engine version 4.20 or 4.21 > Installed Plugins in the Epic launcher)

    Leave a comment:


  • replied
    Originally posted by Albie_123 View Post
    Just purchased, getting the following error on packaging:

    Code:
    UATHelper: Packaging (Windows (64-bit)): C:/Program Files/Epic Games/UE_4.20/Engine/Plugins/Marketplace/AutoSettings/Source/AutoSettings/Public/InputMapping/UI/InputLabel.h(42) : LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
    UATHelper: Packaging (Windows (64-bit)): C:/Program Files/Epic Games/UE_4.20/Engine/Plugins/Marketplace/AutoSettings/Source/AutoSettings/Public/InputMapping/UI/InputMapping.h(22) : LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
    UATHelper: Packaging (Windows (64-bit)): C:/Program Files/Epic Games/UE_4.20/Engine/Plugins/Marketplace/AutoSettings/Source/AutoSettings/Public/InputMapping/UI/InputMapping.h(26) : LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
    That's an issue with the recent update, the hotfix has already been submitted but is waiting for Epic's approval.

    You can work around it by copying the plugin from <Engine install directory>/Engine/Plugins/Marketplace/AutoSettings to <Project directory>/Plugins/AutoSettings

    Sorry about that! Hopefully the fix goes through quickly.

    Leave a comment:


  • replied
    Just purchased, getting the following error on packaging:

    Code:
    UATHelper: Packaging (Windows (64-bit)):   C:/Program Files/Epic Games/UE_4.20/Engine/Plugins/Marketplace/AutoSettings/Source/AutoSettings/Public/InputMapping/UI/InputLabel.h(42) : LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
    UATHelper: Packaging (Windows (64-bit)):   C:/Program Files/Epic Games/UE_4.20/Engine/Plugins/Marketplace/AutoSettings/Source/AutoSettings/Public/InputMapping/UI/InputMapping.h(22) : LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
    UATHelper: Packaging (Windows (64-bit)):   C:/Program Files/Epic Games/UE_4.20/Engine/Plugins/Marketplace/AutoSettings/Source/AutoSettings/Public/InputMapping/UI/InputMapping.h(26) : LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.

    Leave a comment:


  • replied
    Version 1.5 for UE 4.20 and version 1.5.1 adding UE 4.21 support have been released!

    1.5.1
    • UE 4.21 now supported

    1.5

    New:
    • PlayerControllers can determine which input preset they should use by default via IAutoSettingsPlayer interface
    • PlayerControllers can determine how to save and load input mappings via IAutoSettingsPlayer interface This is useful if you need to store saved mappings yourself instead of using the default config implementation
    • Added a OnPressed capture mode to BindCapturePrompt which makes it possible to capture input on key down rather than key up, if you are not using modifier keys
    • BindCapturePrompt can be restricted to only accept input from a Key Group, rejecting other input and staying open
    • Added BlacklistedActions and BlacklistedAxes to Auto Settings config, allowing input mappings to be ignored by the system
    • Exposed some more properties of various widgets with BlueprintReadWrite and BlueprintReadOnly
    • Added "Update" functions to some widget types that is called when properties change at runtime, which can be used for responding to data changes as an alternative to UMG's data binding
    • InputMapping (ActionMapping and AxisMapping) can now be passed a chord from an external source to bind it to an action or axis
    • Added OnChordRejected and OnCapturePromptClosed delegates to BindCapturePrompt
    • Added bIgnoreGameViewportInputWhileCapturing property to BindCapturePrompt to control if the prompt should block input from the game viewport
    Editor:
    • 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 UpdateKeyLabel
    • Added TitleProperty meta tag to many config arrays allowing the contents to be viewed more easily while editing Auto Settings config in project settings
    Last edited by Sam Bonifacio; 11-18-2018, 03:12 AM.

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  • replied
    1.4.1 Release Notes
    • Properly exposed Apply 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.

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  • replied
    Version 1.4 supporting UE 4.20 released!

    http://autosettings.readthedocs.io/e...t/versions/#14
    • UE 4.20 now supported
    • Plugin developer config (AutoSettings page in Project Settings) converted to use Game category instead of EditorPerProjectUserSettings category

    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.

    Leave a comment:


  • replied
    AutoSettings 1.3 for UE 4.19 released

    http://autosettings.readthedocs.io/e...t/versions/#13

    New:
    • Added option to disable automatic player input initialization in plugin settings and call it manually using InitializePlayerInputOverrides.
    • Added the ability for projects to override how the plugin uniquely identifies players for storing inputs by implementing the AutoSettingsPlayer interface on PlayerController - by default it still uses the Controller ID of the local player.
    • Slider setting no longer auto-saves every delta while the handle is being dragged, which was performance heavy as it was writing to config each time. Now it can still auto-apply while the handle is being dragged, but only auto-saves once the handle is released.
    • Added option to control sensitivity of mouse-axis binding, specifying how far the mouse must move before it is registered.
    • Added the ability to manually add input overrides using AddPlayerActionOverride and AddPlayerAxisOverride.
    • Added the option for projects to specify special escape keys that cancel input binding without capturing anything.
    • Added HasUnappliedChange to settings. Previously you could only check HasUnsavedChange.
    • Saving a setting automatically applies it if it hasn't been already. This removes the possibile state of having saved but unapplied changes.

    Fixed:
    • Setting widgets now read their initial value from their applied console variable if available instead of saved config. This fixes the unintended behaviour of settings showing the saved value instead of the applied value where the two differ.
    • Fixed a bug with input binding where left mouse button would register as none / invalid if pressed within a second or so of the prompt opening.
    • Fixed bug with some saved settings such as max FPS being overridden by engine initialization. Saved setting values are now applied after engine initialization so that they take precedence over engine values.
    • Fixed Cancel reverting the setting to the applied value. It now reverts to the saved value instead.
    • Fixed issues while saving settings with masked values (e.g. Resolution / window mode) recombining with applied values instead of saved values.
    • Fixed settings with unapplied changes being incorrectly reverted when any console variable is changed, including other settings

    Example project:
    • Split each page of settings into their own widgets, making them easier to manage.
    • Added UI to video settings page to demonstrate manual save / apply / cancel functionality.
    • Added gamma setting to video settings.

    Let me know if there are any issues - thanks for supporting the plugin!
    Last edited by Sam Bonifacio; 07-03-2018, 08:11 AM.

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  • replied
    I just got the plug in from the summer sale and I think it was well worth the money... once I figure out my problem. The example project runs great. I migrated the menu into my project (4.19.2) and when i open the menu, most of the settings don't work. When I stop PIE, I get errors about several CVars not being found. Is there some project set up that I have to do to get it all set up? (Such as adding CVars to an ini or something of that nature)?

    Update... I read again and realized that I did not read well enough. I figured out that I did not add the calls to initialize the CVars, RTFM me....
    Last edited by brian.boettger; 06-08-2018, 04:12 PM.

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  • replied
    1.2.4 Changelist
    • ComboBox setting now chooses not to apply or save settings when the selection is changed externally - this fixes a crash that could happen when constructing new widgets
    • Fixed a crash when external code tries to register CVar change callback delegates that are already registered - warn instead
    Last edited by Sam Bonifacio; 06-11-2018, 11:21 PM.

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  • replied
    Originally posted by pzea View Post
    I just purchased this plugin but I'm having an issue on 4.19(custom build). I load the plugin and all seems fine until I try to drag out some Auto Settings UI and I get a fatal error crash. Any idea what my issue could be?
    Hey pzea, some questions:

    1. Which version of the plugin are you using?
    2. Does the example project work for you?
    3. Could you share the crash report?

    Thanks!

    Leave a comment:


  • replied
    I just purchased this plugin but I'm having an issue on 4.19(custom build). I load the plugin and all seems fine until I try to drag out some Auto Settings UI and I get a fatal error crash. Any idea what my issue could be?

    Leave a comment:


  • replied
    1.2.3 Changelist

    - Fixed crash in multiplayer in 4.19 due to trying to initialize input mappings when a PlayerController does not have a valid PlayerInput
    - Fixed "Allow multiple bindings per key" option not taking effect
    Last edited by Sam Bonifacio; 04-17-2018, 06:24 AM.

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  • replied
    Version 1.2.2 supporting UE 4.19 has been released to the marketplace!

    Leave a comment:


  • replied
    Originally posted by Kneebiter View Post
    Hey, just an FYI - if you update your uplugin to include "Mac" in your WhitelistPlatforms, this compiles and runs just fine on the Mac as well.
    Thanks for the tip! I've been thinking of officially supporting other platforms but good to know it just works already.

    Leave a comment:


  • replied
    Hey, just an FYI - if you update your uplugin to include "Mac" in your WhitelistPlatforms, this compiles and runs just fine on the Mac as well.

    Leave a comment:

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