Version history and release notes for Universal Floating Widget.

1.2.0
  • Generalized corner-to-corner drag snapping for consistent snap behavior across all corner pairings.
  • Snap release hysteresis with SnapReleaseThreshold so panels acquire magnetically but detach cleanly during pull-away.
  • Fixed edge-snap and collision interaction so snapped colliding panels do not get pinned into fallback loops.
  • Resize-time snapping for side and corner handles with collision-safe validation and active-edge filtering.
  • Improved resize snap candidate ranking so edge-resize prefers the nearest relevant moving-edge corner.
  • Fixed delayed resize-hover activation so stale pending handle state no longer lights edges or begins hover.
  • Updated default snapping: Enable Snapping true, SnapThreshold 10, SnapReleaseThreshold 14, SnapGap 4.
  • Updated default Collision Gap to 4.
  • Global grid snapping for drag and resize with safe-zone-aware grid origin support.
  • Grid snap modes: CellSize (fixed pixel spacing), Divisions (evenly divide safe zone), PerfectSquares (subdivision).
  • Editor-callable SnapPanelPositionToCurrentGrid() on UFloatingPanelWidget for panel grid alignment.
  • Floating grid overlay widget that renders the active grid and safe-zone border in viewport space.
  • Grid overlay styling: minor lines, major lines, and safe-zone border colors.
  • Mode-aware settings-panel gating so grid, collision, bounds, resize, and overlay fields gray out when inactive.
  • Troubleshooting note: very small snap gaps combined with collision can make colliding snapped widgets feel stuck.
1.1.0
  • Tag-based panel visibility groups with hide/show/toggle support.
  • Widget-level hide/show helpers (SetPanelVisible, ShowPanel, HidePanel, TogglePanelVisibility, IsPanelVisible) that route through the subsystem when available.
  • Persisted panel visibility state alongside saved layout position/size data.
  • VisibilityGroup and VisibilityWhenHidden properties on UFloatingPanelWidget.
  • Subsystem visibility API: SetPanelVisible(PanelId), ShowPanel/HidePanel/TogglePanelVisibility by Id or by VisibilityGroup tag.
  • UniversalFloatingWidget.VisibilityDebug CVar for visibility request and persistence tracing.
  • Fixed designer-default capture so visibility is stored and restored with the rest of the panel state.
  • Built-in gameplay tags for collision and visibility groups (Debug, One, Two, Inventory, Equipment, Settings).
  • Refactored collision edge selection to use drag-path contact and minimum-translation fallback.
  • Relaxed sticky-edge from hard filter to continuity preference.
  • Improved collision bounds fallback and solver tests.
  • Hidden and collapsed panels no longer contribute blocker bounds during drag collision.
1.0.1
  • Renamed PanelId to Id.
  • Added Title (FText, default "Title") and GetTitle() for display name (e.g. title bar).
  • Removed drag-drop pop-out feature.
  • Fixed crash in destructor by clearing TitleBarWidgets and ResizeHandleWidgets in NativeDestruct().
1.0
  • Initial release candidate for Unreal Engine 5.7.
  • Draggable and resizable floating panels with per-panel overrides.
  • Title bar and resize handle UI components.
  • Layout persistence, startup restore, and designer-default reset.
  • Optional collision, snapping, dynamic anchor behavior, and debug tooling.
  • Example content and layout slot UI.
  • Slot display names, saved-at metadata surfacing, and Blueprint helpers for renamed save slots.