codeberg copy pt. 1

This commit is contained in:
CatAClock 2025-04-15 12:39:31 -07:00
commit f8cd4a897d
8620 changed files with 900827 additions and 0 deletions
.gitignore
Config
DRGPacker4.27/UnrealPak
Config
Engine/Config

12
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# These don't need to be in the project. Save space on repo stuff.
# Global
DerivedDataCache/
Saved/
Intermediate/
Binaries/
Build/
# Content
Content/Developers/
Content/Collections/

1
Config/DefaultEditor.ini Executable file
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356
Config/DefaultEngine.ini Executable file
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[/Script/UnrealEd.CookerSettings]
cook.AllowCookedDataInEditorBuilds=True
s.AllowUnversionedContentInEditor=1
[/Script/Engine.CollisionProfile]
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.")
+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="TriggerObject",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")
+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Ragdoll",CustomResponses=((Channel="Pawn",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="Projectile",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Projectile",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="RadialCheck",Response=ECR_Ignore),(Channel="Ragdoll",Response=ECR_Ignore)),HelpMessage="Preset for projectiles")
+Profiles=(Name="Useable",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Useable",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Useable"),(Channel="HitScan",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Ignore),(Channel="Usable",Response=ECR_Overlap),(Channel="PenetratingHitScan",Response=ECR_Ignore),(Channel="RadialCheck",Response=ECR_Ignore),(Channel="LaserPointer",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Ignore),(Channel="Ragdoll",Response=ECR_Ignore),(Channel="TerrainPenetratingHitScan",Response=ECR_Ignore)),HelpMessage="Needs description")
+Profiles=(Name="Flare",CollisionEnabled=PhysicsOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="RadialCheck",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Ignore),(Channel="Ragdoll",Response=ECR_Ignore)),HelpMessage="Needs description")
+Profiles=(Name="Flare_Projectile",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Projectile",CustomResponses=((Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="RadialCheck",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Ignore),(Channel="Ragdoll",Response=ECR_Ignore)),HelpMessage="Needs description")
+Profiles=(Name="Pawn_NoHitDetection",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="HitScan",Response=ECR_Ignore),(Channel="PenetratingHitScan",Response=ECR_Ignore),(Channel="LaserPointer",Response=ECR_Ignore),(Channel="LedgeGrab"),(Channel="Projectile_NoHit",Response=ECR_Ignore),(Channel="TerrainPenetratingHitScan",Response=ECR_Ignore)),HelpMessage="For pawns with PHAT")
+Profiles=(Name="Debris",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Ignore)),HelpMessage="Does not collide with pawns")
+Profiles=(Name="AIPawnNoHit",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="AIPawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="HitScan",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Ignore),(Channel="PenetratingHitScan",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Ignore),(Channel="TerrainPenetratingHitScan",Response=ECR_Ignore)),HelpMessage="AI pawn collision")
+Profiles=(Name="AIPawn2",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="AIPawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Ignore),(Channel="PenetratingHitScan",Response=ECR_Overlap)),HelpMessage="Needs description")
+Profiles=(Name="BlockPlayer",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Projectile",Response=ECR_Ignore),(Channel="HitScan",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Ignore),(Channel="TriggerObject"),(Channel="PenetratingHitScan",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Ignore),(Channel="TerrainPenetratingHitScan",Response=ECR_Ignore)),HelpMessage="Needs description")
+Profiles=(Name="ResourceChunk",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="HitScan",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Overlap),(Channel="TriggerObject",Response=ECR_Ignore),(Channel="PenetratingHitScan",Response=ECR_Ignore),(Channel="RadialCheck",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Overlap),(Channel="Ragdoll",Response=ECR_Ignore),(Channel="TerrainPenetratingHitScan",Response=ECR_Ignore)),HelpMessage="Needs description")
+Profiles=(Name="TriggerAndHitscan",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="TriggerObject",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="HitScan",Response=ECR_Overlap),(Channel="AIPawn",Response=ECR_Overlap),(Channel="PenetratingHitScan",Response=ECR_Overlap),(Channel="LaserPointer",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Overlap),(Channel="Ragdoll",Response=ECR_Overlap)),HelpMessage="Trigger and Hitscan")
+Profiles=(Name="LaserPointerOnly",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="HitScan",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Ignore),(Channel="TriggerObject",Response=ECR_Ignore),(Channel="PenetratingHitScan",Response=ECR_Ignore),(Channel="RadialCheck",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Ignore),(Channel="Ragdoll",Response=ECR_Ignore),(Channel="TerrainPenetratingHitScan",Response=ECR_Ignore)),HelpMessage="Needs description")
+Profiles=(Name="AIPawn_NoRadial",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Ignore),(Channel="PenetratingHitScan",Response=ECR_Overlap),(Channel="RadialCheck",Response=ECR_Ignore),(Channel="LaserPointer",Response=ECR_Ignore)),HelpMessage="Needs description")
+Profiles=(Name="Grenade",CollisionEnabled=PhysicsOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="RadialCheck",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Ignore),(Channel="Ragdoll",Response=ECR_Ignore)),HelpMessage="Needs description")
+Profiles=(Name="CharacterMeshPhysical",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Ignore),(Channel="PenetratingHitScan",Response=ECR_Overlap),(Channel="RadialCheck",Response=ECR_Ignore)),HelpMessage="For meshes with physical animations")
+Profiles=(Name="OverlapRadial",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="TriggerObject",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="HitScan",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Overlap),(Channel="TriggerObject",Response=ECR_Ignore),(Channel="PenetratingHitScan",Response=ECR_Ignore),(Channel="LaserPointer",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Ignore),(Channel="Ragdoll",Response=ECR_Ignore),(Channel="TerrainPenetratingHitScan",Response=ECR_Ignore)),HelpMessage="Needs description")
+Profiles=(Name="GrapplingHook",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="HitScan",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Ignore),(Channel="TriggerObject",Response=ECR_Ignore),(Channel="PenetratingHitScan",Response=ECR_Ignore),(Channel="RadialCheck",Response=ECR_Ignore),(Channel="LaserPointer",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Ignore),(Channel="Ragdoll",Response=ECR_Ignore),(Channel="TerrainPenetratingHitScan",Response=ECR_Ignore)),HelpMessage="Needs description")
+Profiles=(Name="Track",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Useable"),(Channel="Usable"),(Channel="LedgeGrab")),HelpMessage="Needs description")
+Profiles=(Name="Projectile_NoHit",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Projectile_NoHit",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="HitScan",Response=ECR_Ignore),(Channel="PenetratingHitScan",Response=ECR_Ignore),(Channel="RadialCheck",Response=ECR_Ignore),(Channel="LaserPointer",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Ignore),(Channel="Ragdoll",Response=ECR_Ignore),(Channel="TerrainPenetratingHitScan",Response=ECR_Ignore)),HelpMessage="Projectiles that cannot be hit by hitscan or other projectiles")
+Profiles=(Name="EnergyShield",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Ignore),(Channel="TriggerObject",Response=ECR_Ignore),(Channel="RadialCheck",Response=ECR_Ignore),(Channel="LaserPointer",Response=ECR_Ignore),(Channel="Ragdoll",Response=ECR_Overlap),(Channel="TerrainPenetratingHitScan")),HelpMessage="Needs description")
+Profiles=(Name="TriggerAndBlockingHitscan",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="TriggerObject",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="AIPawn",Response=ECR_Overlap),(Channel="PenetratingHitScan",Response=ECR_Overlap),(Channel="LaserPointer",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Overlap),(Channel="Ragdoll",Response=ECR_Overlap)),HelpMessage="Needs description")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Projectile")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Useable")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="HitScan")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="AIPawn")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="TriggerObject")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Usable")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="PenetratingHitScan")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,DefaultResponse=ECR_Overlap,bTraceType=True,bStaticObject=False,Name="RadialCheck")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel9,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="LaserPointer")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel10,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="LedgeGrab")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel11,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Projectile_NoHit")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel12,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Ragdoll")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel13,DefaultResponse=ECR_Overlap,bTraceType=True,bStaticObject=False,Name="TerrainPenetratingHitScan")
+EditProfiles=(Name="Trigger",CustomResponses=((Channel="Projectile",Response=ECR_Ignore),(Channel="HitScan",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Overlap),(Channel="TriggerObject",Response=ECR_Overlap),(Channel="PenetratingHitScan",Response=ECR_Ignore),(Channel="RadialCheck",Response=ECR_Ignore),(Channel="LaserPointer",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Ignore),(Channel="Ragdoll",Response=ECR_Overlap),(Channel="TerrainPenetratingHitScan",Response=ECR_Ignore)))
+EditProfiles=(Name="Ragdoll",CustomResponses=((Channel="Projectile",Response=ECR_Ignore),(Channel="HitScan",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Ignore),(Channel="PenetratingHitScan",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Ignore),(Channel="Ragdoll",Response=ECR_Ignore),(Channel="TerrainPenetratingHitScan",Response=ECR_Ignore)))
+EditProfiles=(Name="UI",CustomResponses=((Channel="HitScan",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Overlap),(Channel="PenetratingHitScan",Response=ECR_Ignore),(Channel="Ragdoll",Response=ECR_Overlap),(Channel="TerrainPenetratingHitScan",Response=ECR_Ignore)))
+EditProfiles=(Name="NoCollision",CustomResponses=((Channel="HitScan",Response=ECR_Ignore),(Channel="PenetratingHitScan",Response=ECR_Ignore),(Channel="TerrainPenetratingHitScan",Response=ECR_Ignore)))
+EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="HitScan",Response=ECR_Overlap),(Channel="AIPawn",Response=ECR_Overlap),(Channel="Ragdoll",Response=ECR_Overlap)))
+EditProfiles=(Name="OverlapAllDynamic",CustomResponses=((Channel="HitScan",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Overlap),(Channel="PenetratingHitScan",Response=ECR_Ignore),(Channel="Ragdoll",Response=ECR_Overlap)))
+EditProfiles=(Name="IgnoreOnlyPawn",CustomResponses=((Channel="AIPawn",Response=ECR_Ignore)))
+EditProfiles=(Name="OverlapOnlyPawn",CustomResponses=((Channel="AIPawn",Response=ECR_Overlap)))
+EditProfiles=(Name="Spectator",CustomResponses=((Channel="AIPawn",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Ignore),(Channel="Ragdoll",Response=ECR_Ignore)))
+EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="AIPawn",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PenetratingHitScan",Response=ECR_Overlap),(Channel="RadialCheck",Response=ECR_Overlap)))
+EditProfiles=(Name="Pawn",CustomResponses=((Channel="AIPawn",Response=ECR_Ignore),(Channel="LedgeGrab"),(Channel="PenetratingHitScan",Response=ECR_Overlap)))
+EditProfiles=(Name="Destructible",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="HitScan",Response=ECR_Ignore),(Channel="AIPawn",Response=ECR_Ignore),(Channel="PenetratingHitScan",Response=ECR_Ignore),(Channel="RadialCheck",Response=ECR_Ignore),(Channel="Projectile_NoHit",Response=ECR_Ignore)))
+EditProfiles=(Name="BlockAll",CustomResponses=((Channel="Usable"),(Channel="LedgeGrab"),(Channel="TerrainPenetratingHitScan")))
+EditProfiles=(Name="PhysicsActor",CustomResponses=((Channel="RadialCheck",Response=ECR_Ignore),(Channel="PenetratingHitScan",Response=ECR_Overlap)))
+EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="LedgeGrab"),(Channel="TerrainPenetratingHitScan")))
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+ProfileRedirects=(OldName="AIPawn",NewName="AIPawn2")
+ProfileRedirects=(OldName="GrapplinHook",NewName="GrapplingHook")
-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=600000
MaxDynamicBandwidth=25000
MinDynamicBandwidth=25000
[/Script/Engine.Player]
ConfiguredInternetSpeed=100000
ConfiguredLanSpeed=100000
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=100000
MaxInternetClientRate=100000
[Internationalization]
Culture=en
[HTTP]
MaxFlushTimeSeconds=4.0
MaxFlushTimeSeconds=4
HttpTimeout=300
HttpConnectionTimeout=-1
HttpReceiveTimeout=-1
HttpSendTimeout=-1
HttpMaxConnectionsPerServer=16
bEnableHttp=true
bUseNullHttp=false
HttpDelayTime=0
[Audio]
UnfocusedVolumeMultiplier=1.0
[/Script/Engine.Engine]
SmoothedFrameRateRange=(LowerBound=(Type=Inclusive,Value=22.000000),UpperBound=(Type=Exclusive,Value=144.000000))
GameUserSettingsClassName=/Script/FSD.FSDGameUserSettings
bSmoothFrameRate=False
NearClipPlane=5.000000
DefaultBloomKernelTextureName=/Engine/EngineResources/DefaultTexture.DefaultTexture
AssetManagerClassName=/Script/FSD.FSDAssetManager
WorldSettingsClassName=/Script/FSD.FSDWorldSettings
[CoreRedirects]
+ClassRedirects=(OldName="/Script/FSD.SpawnActorItem",NewName="/Script/FSD.SpawnActorGenerationItem")
+ClassRedirects=(OldName="/Script/FSD.PreviewActor",NewName="/Script/FSD.ItemPreviewActor")
+ClassRedirects=(OldName="/Script/FSD.CarvingEnemyComponent",NewName="/Script/FSD.AlignEnemyComponent")
+ClassRedirects=(OldName="/Script/FSD.StaticMeshCarver",NewName="/Script/FSDEngine.StaticMeshCarver")
+ClassRedirects=(OldName="/Script/FSD.DeepCSGSection",NewName="/Script/FSDEngine.DeepCSGSection")
+ClassRedirects=(OldName="/Script/FSD.DeepProceduralMeshComponent",NewName="/Script/FSDEngine.DeepProceduralMeshComponent")
+ClassRedirects=(OldName="/Script/FSD.ArmorRegeneratorUpgrade", NewName="/Script/FSD.ShieldGeneratorUpgrade")
+ClassRedirects=(OldName="/Script/Engine.AnimNotify_PlaySound", NewName="/Script/FSD.FSDAnimNotify_PlaySound")
+StructRedirects=(OldName="/Script/FSD.HeroEnemyEntry",NewName="/Script/FSD.EliteEnemyEntry")
+EnumRedirects=(OldName="EManualMiningUpgradeType",NewName="EPickaxeUpgradeType")
+EnumRedirects=(OldName="EAutoMinerUpgradeType",NewName="EDoubleDrillUpgradeType")
+EnumRedirects=(OldName="EBarnacleState",NewName="ECaveLeechState")
+EnumRedirects=(OldName="EArmorRegeneratorUpgrades",NewName="EShieldGeneratorUpgrades")
+EnumRedirects=(OldName="EItemSkinType",NewName="EItemSkinType", ValueChanges=(("Color","Paintjob"),("Mesh","Framework")))
+PropertyRedirects=(OldName="EliminationObjective.RoomCount",NewName="EliminationObjective.ObjectCount")
+PropertyRedirects=(OldName="HealthComponent.OnDeathDetailedNew", NewName="HealthComponent.OnDeathDetailed")
+PropertyRedirects=(OldName="DamageDataBase.Bodypart", NewName="DamageDataBase.PhysMaterial")
+ClassRedirects=(OldName="/Script/FSD.FacilityDroneAnimInstnace",NewName="/Script/FSD.PatrolBotAnimInstance")
+ClassRedirects=(OldName="/Script/FSD.DonkeyCharacter",NewName="/Script/FSD.Molly")
+PropertyRedirects=(OldName="/Script/FSD.FSDGameInstance.MovieModeStartAtSpawnPoint",NewName="/Script/FSD.FSDGameInstance.MovieModeStartAtOrigin")
+PropertyRedirects=(OldName="/Script/FSD.InstantUsable.AllowUseWhileCarry",NewName="/Script/FSD.InstantUsable.AllowUseWithPickedUpItem")
+FunctionRedirects=(OldName="SpawnReleasedActor.Attached",NewName="SpawnReleasedActor.OnSpawnRelease_Attached")
+FunctionRedirects=(OldName="SpawnReleasedActor.Released",NewName="SpawnReleasedActor.OnSpawnRelease_Released")
+FunctionRedirects=(OldName="FSDGameInstance.AddSpaceRigNotification", NewName="NotificationSubSystem.AddSpaceRigNotification")
+ClassRedirects=(OldName="/Script/FSD.DamageImpulseTag",NewName="/Script/FSD.DamageImpulse")
+ClassRedirects=(OldName="/Script/FSD.NameplateSubsystem",NewName="/Script/FSD.HUDActorTrackingSubsystem")
+PropertyRedirects=(OldName="/Script/FSD.HUDActorTrackingSubsystem.OnToggleNameplatesEvent",NewName="/Script/FSD.HUDActorTrackingSubsystem.OnToggleTrackingEvent")
+PropertyRedirects=(OldName="/Script/FSD.HUDActorTrackingSubsystem.OnShowAlwaysOnNameplatesEvent",NewName="/Script/FSD.HUDActorTrackingSubsystem.OnShowAlwaysTrackedEvent")
+ClassRedirects=(OldName="/Script/FSD.FrozenAfflictionEffect",NewName="/Script/FSD.ScalingMeshAfflictionEffect")
+StructRedirects=(OldName="/Script/FSD.FrozenAfflictionItem",NewName="/Script/FSD.FScalingMeshAfflictionItem")
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=548430
GameServerQueryPort=27015
bRelaunchInSteam=false
GameVersion=88240
bVACEnabled=0
bAllowP2PPacketRelay=true
P2PConnectionTimeout=90
Achievement_0_Id=APPROVED_GREENBEARD
Achievement_1_Id=GETPAIDFORTHIS
Achievement_2_Id=BARRELKICKER
Achievement_3_Id=NOTHOWYOUPLAY
Achievement_4_Id=DARWINAWARD
Achievement_5_Id=HAPPYFEET
Achievement_6_Id=BIGSPENDER
Achievement_7_Id=PARTYTIME
Achievement_8_Id=DISCJOCKEY
Achievement_9_Id=BARRELRIDER
Achievement_10_Id=THEATEAM
Achievement_11_Id=TIMEWELLSPENT
Achievement_12_Id=FOREIGNOBJECT
Achievement_13_Id=SELFCONTROL
Achievement_14_Id=MINIFIXER
Achievement_15_Id=BETCTIME
Achievement_16_Id=HITWHEREITHURTS
Achievement_17_Id=BIGGAMEHUNTER
Achievement_18_Id=CYADETONATOR
Achievement_19_Id=PESTCONTROL
Achievement_20_Id=BUGHUNT
Achievement_21_Id=JEWELER
Achievement_22_Id=PROSPECTOR
Achievement_23_Id=WHATISTHIS
Achievement_24_Id=MOLLYRIDER
Achievement_25_Id=FARMER
Achievement_26_Id=CARPOOL
Achievement_27_Id=DESIGNATEDDECOY
Achievement_28_Id=WITHOUTAPADDLE
Achievement_29_Id=ILIKEITDOWNHERE
Achievement_30_Id=MINER
Achievement_31_Id=EXPERTMINER
Achievement_32_Id=LEGENDARYMINER
Achievement_33_Id=STEPPINGITUP
Achievement_34_Id=CONSISTENTPERFORMANCE
Achievement_35_Id=THICKSKINNED
Achievement_36_Id=EMPLOYEEOFTHEMONTH
Achievement_37_Id=GOINGLETHAL
Achievement_38_Id=ROCKSOLID
Achievement_39_Id=AGAME
Achievement_40_Id=OILEDMACHINE
Achievement_41_Id=KARLISPROUD
Achievement_42_Id=MUTATEDSCAVENGER
Achievement_43_Id=ITSMYPARTY
Achievement_44_Id=GOODSHEPHERD
Achievement_45_Id=LONEWOLF
Achievement_46_Id=BESTBOSCO
Achievement_47_Id=PERFORMANCEMATTERS
Achievement_48_Id=MANAGEMENTAPPROVES
Achievement_49_Id=FEELINGPERKY
Achievement_50_Id=MOVINGONUP
Achievement_51_Id=CORPORATECLIMBER
Achievement_52_Id=HATTRICK
Achievement_53_Id=FULLTEAMAHEAD
Achievement_54_Id=SILVEREMPLOYEE
Achievement_55_Id=GOLDEMPLOYEE
Achievement_56_Id=PROTEAM
Achievement_57_Id=LEGENDARYTEAM
Achievement_58_Id=EXPLORINGMYOPTIONS
Achievement_59_Id=STATEOFTHEART
Achievement_60_Id=ADVANCEDROBOTICS
Achievement_61_Id=MUSTACHO
Achievement_62_Id=TOTALMAKEOVER
Achievement_63_Id=BABYDIVER
Achievement_64_Id=EXPERTDIVER
Achievement_65_Id=OUTATIME
Achievement_66_Id=VETERANDIVER
Achievement_67_Id=DRILLBYSHOOTING
Achievement_68_Id=LONGPIPE
[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName=OnlineSubsystemSteam.SteamNetConnection
[URL]
GameName=FSD
[/Script/NavigationSystem.RecastNavMesh]
bForceRebuildOnLoad=True
RuntimeGeneration=Dynamic
[/Script/NavigationSystem.NavigationSystemV1]
bAutoCreateNavigationData=False
bAllowClientSideNavigation=False
bInitialBuildingLocked=False
bSkipAgentHeightCheckWhenPickingNavData=False
DataGatheringMode=Instant
bGenerateNavigationOnlyAroundNavigationInvokers=False
ActiveTilesUpdateInterval=1.000000
DirtyAreasUpdateFreq=60.000000
CrowdManagerClass=None
[/Script/Engine.EndUserSettings]
bSendAnonymousUsageDataToEpic=False
[/Script/OculusHMD.OculusHMDRuntimeSettings]
bAutoEnabled=False
[/Script/Engine.AudioSettings]
DefaultSoundClassName=/Engine/EngineSounds/Master.Master
DefaultMediaSoundClassName=/Engine/EngineSounds/Master.Master
DefaultSoundConcurrencyName=None
DefaultBaseSoundMix=None
MasterSubmix=/Engine/EngineSounds/Submixes/MasterSubmixDefault.MasterSubmixDefault
ReverbSubmix=/Engine/EngineSounds/Submixes/MasterReverbSubmixDefault.MasterReverbSubmixDefault
EQSubmix=/Engine/EngineSounds/Submixes/MasterEQSubmixDefault.MasterEQSubmixDefault
VoiPSampleRate=Normal24000Hz
MaximumConcurrentStreams=10
GlobalMinPitchScale=0.400000
GlobalMaxPitchScale=2.000000
+QualityLevels=(DisplayName=NSLOCTEXT("AudioSettings", "DefaultSettingsName", "Default"),MaxChannels=64)
bAllowPlayWhenSilent=True
bDisableMasterEQ=False
bAllowCenterChannel3DPanning=False
NumStoppingSources=16
PanningMethod=Linear
MonoChannelUpmixMethod=Linear
DialogueFilenameFormat="{DialogueGuid}_{ContextId}"
[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-980.000000
DefaultTerminalVelocity=4000.000000
DefaultFluidFriction=0.300000
SimulateScratchMemorySize=262144
RagdollAggregateThreshold=4
TriangleMeshTriangleMinAreaThreshold=5.000000
bEnableShapeSharing=False
bEnablePCM=True
bEnableStabilization=False
bWarnMissingLocks=True
bEnable2DPhysics=False
PhysicErrorCorrection=(PingExtrapolation=0.100000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.500000,AngleLerp=0.500000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=1.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000)
LockedAxis=Invalid
DefaultDegreesOfFreedom=Full3D
BounceThresholdVelocity=200.000000
FrictionCombineMode=Average
RestitutionCombineMode=Average
MaxAngularVelocity=3600.000000
MaxDepenetrationVelocity=0.000000
ContactOffsetMultiplier=0.020000
MinContactOffset=2.000000
MaxContactOffset=8.000000
bSimulateSkeletalMeshOnDedicatedServer=True
DefaultShapeComplexity=CTF_UseSimpleAndComplex
bDefaultHasComplexCollision=True
bSuppressFaceRemapTable=False
bSupportUVFromHitResults=False
bDisableActiveActors=False
bDisableKinematicStaticPairs=False
bDisableKinematicKinematicPairs=False
bDisableCCD=False
bEnableEnhancedDeterminism=False
MaxPhysicsDeltaTime=0.033333
bSubstepping=False
bSubsteppingAsync=False
MaxSubstepDeltaTime=0.016667
MaxSubsteps=6
SyncSceneSmoothingFactor=0.000000
InitialAverageFrameRate=0.016667
PhysXTreeRebuildRate=10
DefaultBroadphaseSettings=(bUseMBPOnClient=True,bUseMBPOnServer=True,MBPBounds=(Min=(X=-102400.000000,Y=-102400.000000,Z=-51200.000000),Max=(X=102400.000000,Y=102400.000000,Z=51200.000000),IsValid=0),MBPNumSubdivs=8)
[/Script/Engine.RendererSettings]
r.CustomDepth=3

191
Config/DefaultGame.ini Executable file
View file

@ -0,0 +1,191 @@
[/Script/UnrealEd.ProjectPackagingSettings]
Build=IfProjectHasCode
BuildConfiguration=PPBC_Shipping
BuildTarget=
StagingDirectory=(Path="C:/Users/catac/Documents/Package")
FullRebuild=False
ForDistribution=False
IncludeDebugFiles=False
BlueprintNativizationMethod=Disabled
bIncludeNativizedAssetsInProjectGeneration=False
bExcludeMonolithicEngineHeadersInNativizedCode=False
UsePakFile=False
bUseIoStore=False
bMakeBinaryConfig=False
bGenerateChunks=False
bGenerateNoChunks=False
bChunkHardReferencesOnly=False
bForceOneChunkPerFile=False
MaxChunkSize=0
bBuildHttpChunkInstallData=False
HttpChunkInstallDataDirectory=(Path="")
bCompressed=False
PakFileCompressionFormats=
bForceUseProjectCompressionFormatIgnoreHardwareOverride=False
PakFileAdditionalCompressionOptions=
PakFileCompressionMethod=Kraken
PakFileCompressionLevel_DebugDevelopment=3
PakFileCompressionLevel_TestShipping=5
PakFileCompressionLevel_Distribution=7
HttpChunkInstallDataVersion=
IncludePrerequisites=True
IncludeAppLocalPrerequisites=False
bShareMaterialShaderCode=False
bDeterministicShaderCodeOrder=False
bSharedMaterialNativeLibraries=True
ApplocalPrerequisitesDirectory=(Path="")
IncludeCrashReporter=False
InternationalizationPreset=English
-CulturesToStage=en
+CulturesToStage=en
LocalizationTargetCatchAllChunkId=0
bCookAll=False
bCookMapsOnly=False
bSkipEditorContent=False
bSkipMovies=False
-IniKeyBlacklist=KeyStorePassword
-IniKeyBlacklist=KeyPassword
-IniKeyBlacklist=rsa.privateexp
-IniKeyBlacklist=rsa.modulus
-IniKeyBlacklist=rsa.publicexp
-IniKeyBlacklist=aes.key
-IniKeyBlacklist=SigningPublicExponent
-IniKeyBlacklist=SigningModulus
-IniKeyBlacklist=SigningPrivateExponent
-IniKeyBlacklist=EncryptionKey
-IniKeyBlacklist=IniKeyBlacklist
-IniKeyBlacklist=IniSectionBlacklist
+IniKeyBlacklist=KeyStorePassword
+IniKeyBlacklist=KeyPassword
+IniKeyBlacklist=rsa.privateexp
+IniKeyBlacklist=rsa.modulus
+IniKeyBlacklist=rsa.publicexp
+IniKeyBlacklist=aes.key
+IniKeyBlacklist=SigningPublicExponent
+IniKeyBlacklist=SigningModulus
+IniKeyBlacklist=SigningPrivateExponent
+IniKeyBlacklist=EncryptionKey
+IniKeyBlacklist=IniKeyBlacklist
+IniKeyBlacklist=IniSectionBlacklist
+DirectoriesToNeverCook=(Path="/Game/_ModHub")
+DirectoriesToNeverCook=(Path="/Game/_ShoutFramework")
+DirectoriesToNeverCook=(Path="/Game/Art")
+DirectoriesToNeverCook=(Path="/Game/Audio")
+DirectoriesToNeverCook=(Path="/Game/ShoutFrameworkMod")
+DirectoriesToNeverCook=(Path="/Game/ShoutMods/ShoutFrameworkContent")
+DirectoriesToNeverCook=(Path="/Game/UI")
[ProjectSettings]
ProjectID=(A=1823396784,B=1298598689,C=1743498150,D=-2048051708)
ProjectName=Deep Rock Galactic
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=600000
MaxDynamicBandwidth=25000
MinDynamicBandwidth=25000
ClientAuthorativePosition=true
MAXPOSITIONERRORSQUARED=10000.0f
[/Script/Engine.GameSession]
bRequiresPushToTalk=true
[/Script/Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=2B64C07B4617E56557FF8A9473CBB832
CopyrightNotice=Copyright Ghost Ship Games
CompanyName=Ghost Ship Games
CompanyDistinguishedName=CN=Coffee Stain Publishing
Homepage=www.ghostship.dk
ProjectName=Deep Rock Galactic
ProjectVersion=1.38.88240.0
ProjectDisplayedTitle=NSLOCTEXT("", "9E5DD4E242761E0B1389EE91FCB44936", "Deep Rock Galactic")
ProjectDebugTitleInfo=
bShouldWindowPreserveAspectRatio=False
[/Script/FSD.ProgressionAndUpgradesSettings]
+Levels=3000
+Levels=4000
+Levels=5000
+Levels=6000
+Levels=7000
+Levels=8000
+Levels=9000
+Levels=10000
+Levels=11000
+Levels=12000
+Levels=13000
+Levels=14000
+Levels=15000
+Levels=15500
+Levels=16000
+Levels=16500
+Levels=17000
+Levels=17500
+Levels=18000
+Levels=20000
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "6C63A76A4D93C0A8A23746BD3AAFCF16", "Greenbeard")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "796977224BA54746E5579E850E590234", "Rookie Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "736F31C8400B0D301672149F62B3D0EA", "Authorized Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "B4E63ABD4AB3FB9185FCCC8E54F4D71E", "Senior Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "5C169DF7469AAB0B5F00B89FEBE26451", "Professional Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "FB1B0DC64F3D73C3F994158DDA992A03", "Professional Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "4B55CC4E4F1CEF12A1FA8D9253C9B35E", "Veteran Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "065E398D453B7309A82A4387F0D1061C", "Veteran Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "7E73045D4394814A84FF2E8213211A4B", "Expert Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "04885E9645973670747FCBA06F079F4E", "Expert Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "C376F0C142C836C9DB6A71A1FB556D2D", "Elite Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "425433424CD61C41FF201F8AFDC1D927", "Elite Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "34A706AD4E2C304F5C3DFFA5969FCC69", "Supreme Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "C1D3B27249B9F0403E342E850C30CE28", "Supreme Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "C8220ABB46C68ED988D81B9724FF28D4", "Master Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "A95A9D324D63C66DFE36C286FDD7C7CA", "Master Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "AA53A92E4016BAC833FB7A8847B7B06F", "Ultimate Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "CCF9ACFA42DA2F205AFA3594E8A858C7", "Ultimate Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "FF3DBBF6450EAFF31BFEB0B514673E0B", "Ultimate Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "70EDC4CB4AFA9BDED5E2D4B9FAA037CC", "Legendary Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "5F82D00841F03281C128479526C557C8", "Legendary Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "9221E2B840CAFC4B4DD1399660B73288", "Legendary Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "BA60A657425BC669F4E59B9911CBB6A7", "Legendary Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "ECBEE1D94B9AAF71FAB95DA3AA05C2D9", "Legendary Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "000659A84215FF81E92BADB73F941FB6", "Legendary Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "6D96EAFF4415DC0D119CA997BB30F791", "Legendary Miner")
+PlayerRankNames=NSLOCTEXT("[/Script/FSD]", "0DD3E45C4C1E6AD379417C922633499D", "Lord of the Deep")
[/Script/FSD.KeyboardLayoutSettings]
+AZERTY=(QWERTY=W,SwapWith=Z)
+AZERTY=(QWERTY=A,SwapWith=Q)
+AZERTY=(QWERTY=One,SwapWith=Ampersand)
+AZERTY=(QWERTY=Two,SwapWith=E_AccentAigu)
+AZERTY=(QWERTY=Three,SwapWith=Quote)
+AZERTY=(QWERTY=Four,SwapWith=Apostrophe)
+AZERTY=(QWERTY=Five,SwapWith=LeftParantheses)
+QWERTZ=(QWERTY=Z,SwapWith=Y)
[/Script/FSD.FSDLocalizationSettings]
+CommunityTranslationProgress=(CodeName="zh-CN",TranslatedPercent=93)
+CommunityTranslationProgress=(CodeName="zh-TW",TranslatedPercent=93)
+CommunityTranslationProgress=(CodeName="cs",TranslatedPercent=80)
+CommunityTranslationProgress=(CodeName="da",TranslatedPercent=90)
+CommunityTranslationProgress=(CodeName="nl",TranslatedPercent=64)
+CommunityTranslationProgress=(CodeName="fr",TranslatedPercent=94)
+CommunityTranslationProgress=(CodeName="de",TranslatedPercent=94)
+CommunityTranslationProgress=(CodeName="hu",TranslatedPercent=87)
+CommunityTranslationProgress=(CodeName="pl",TranslatedPercent=95)
+CommunityTranslationProgress=(CodeName="pt-BR",TranslatedPercent=93)
+CommunityTranslationProgress=(CodeName="ru",TranslatedPercent=95)
+CommunityTranslationProgress=(CodeName="es-ES",TranslatedPercent=94)
+CommunityTranslationProgress=(CodeName="sv-SE",TranslatedPercent=87)
+CommunityTranslationProgress=(CodeName="uk",TranslatedPercent=93)
+CommunityTranslationProgress=(CodeName="es-419",TranslatedPercent=92)
+CommunityTranslationProgress=(CodeName="fi",TranslatedPercent=53)
+CommunityTranslationProgress=(CodeName="hr",TranslatedPercent=78)
+CommunityTranslationProgress=(CodeName="it",TranslatedPercent=95)
+CommunityTranslationProgress=(CodeName="ja",TranslatedPercent=77)
+CommunityTranslationProgress=(CodeName="ko",TranslatedPercent=90)
+CommunityTranslationProgress=(CodeName="sl",TranslatedPercent=60)
+CommunityTranslationProgress=(CodeName="sk",TranslatedPercent=90)

81
Config/DefaultGameplayTags.ini Executable file
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@ -0,0 +1,81 @@
[/Script/GameplayTags.GameplayTagsSettings]
ImportTagsFromConfig=True
WarnOnInvalidTags=True
ClearInvalidTags=False
FastReplication=True
InvalidTagCharacters="\"\',"
+GameplayTagRedirects=(OldTagName="Creatures.Glyphid",NewTagName="Creatures.Glyphids")
+GameplayTagRedirects=(OldTagName="Creatures.Humanoid",NewTagName="Creatures.Humanoids")
+GameplayTagRedirects=(OldTagName="Creatures.Humanoid.Dwarves",NewTagName="Creatures.Humanoids.Dwarves")
+GameplayTagRedirects=(OldTagName="Plants.CaveUrchin",NewTagName="Creatures.Plants.CaveUrchin")
+GameplayTagRedirects=(OldTagName="SurfaceProperties.SentryNotPlaceable",NewTagName="SurfaceProperties.SentryGunNotPlaceable")
+GameplayTagRedirects=(OldTagName="AI.Drone.Response.Attack",NewTagName="AI.Drone.Response.AttackOnOrder")
+GameplayTagRedirects=(OldTagName="TargetProperties.NoGroundedMelee",NewTagName="TargetProperties.FlyingRangedOnly")
NumBitsForContainerSize=6
NetIndexFirstBitSegment=16
+GameplayTagList=(Tag="AI.Cooldowns.ChangeTarget",DevComment="")
+GameplayTagList=(Tag="AI.Cooldowns.StopAndScream",DevComment="")
+GameplayTagList=(Tag="AI.Cooldowns.Summon",DevComment="")
+GameplayTagList=(Tag="AI.Drone.Response",DevComment="")
+GameplayTagList=(Tag="AI.Drone.Response.AttackOnOrder",DevComment="")
+GameplayTagList=(Tag="AI.Drone.Response.AttackOnSight",DevComment="")
+GameplayTagList=(Tag="AI.Drone.Response.Defend",DevComment="")
+GameplayTagList=(Tag="AI.Drone.Response.Use",DevComment="")
+GameplayTagList=(Tag="Attitude",DevComment="")
+GameplayTagList=(Tag="Attitude.Friendly",DevComment="")
+GameplayTagList=(Tag="Attitude.Hostile",DevComment="")
+GameplayTagList=(Tag="Attitude.Neutral",DevComment="")
+GameplayTagList=(Tag="Creatures",DevComment="")
+GameplayTagList=(Tag="Creatures.Glyphids",DevComment="")
+GameplayTagList=(Tag="Creatures.Glyphids.Buffer",DevComment="")
+GameplayTagList=(Tag="Creatures.Glyphids.Grunt",DevComment="")
+GameplayTagList=(Tag="Creatures.Glyphids.Swarmer",DevComment="")
+GameplayTagList=(Tag="Creatures.Glyphids.Tank",DevComment="")
+GameplayTagList=(Tag="Creatures.Humanoids",DevComment="")
+GameplayTagList=(Tag="Creatures.Humanoids.Dwarves",DevComment="")
+GameplayTagList=(Tag="Creatures.Insects.Deeptora",DevComment="")
+GameplayTagList=(Tag="Creatures.Jellies.Swarmer",DevComment="")
+GameplayTagList=(Tag="Creatures.Mactera",DevComment="")
+GameplayTagList=(Tag="Creatures.Mechanical",DevComment="")
+GameplayTagList=(Tag="Creatures.Mechanical.Drones",DevComment="")
+GameplayTagList=(Tag="Creatures.Mechanical.Facility",DevComment="")
+GameplayTagList=(Tag="Creatures.Ommoran",DevComment="")
+GameplayTagList=(Tag="Creatures.Plants.CaveUrchin",DevComment="")
+GameplayTagList=(Tag="Creatures.Plants.Weed.Core",DevComment="")
+GameplayTagList=(Tag="Drone.Attack",DevComment="")
+GameplayTagList=(Tag="Drone.Vacuum",DevComment="")
+GameplayTagList=(Tag="Enemy.Type.Critical",DevComment="")
+GameplayTagList=(Tag="Enemy.Type.Critter",DevComment="")
+GameplayTagList=(Tag="Enemy.Type.Hero",DevComment="")
+GameplayTagList=(Tag="Enemy.Type.MiniBoss",DevComment="")
+GameplayTagList=(Tag="Enemy.Type.Placed",DevComment="")
+GameplayTagList=(Tag="Enemy.Type.Regular",DevComment="")
+GameplayTagList=(Tag="Enemy.Type.Rock",DevComment="")
+GameplayTagList=(Tag="Enemy.Type.RockPox",DevComment="")
+GameplayTagList=(Tag="Enemy.Type.Swarmer",DevComment="")
+GameplayTagList=(Tag="Mutators.PreventRegeneration",DevComment="")
+GameplayTagList=(Tag="Rooms",DevComment="")
+GameplayTagList=(Tag="Rooms.Linear",DevComment="")
+GameplayTagList=(Tag="Rooms.Linear.Big",DevComment="")
+GameplayTagList=(Tag="Rooms.Linear.Bridge",DevComment="")
+GameplayTagList=(Tag="Rooms.Linear.Chimney",DevComment="Going straigh up and down")
+GameplayTagList=(Tag="Rooms.Linear.End",DevComment="")
+GameplayTagList=(Tag="Rooms.Linear.Flat",DevComment="")
+GameplayTagList=(Tag="Rooms.Linear.Medium",DevComment="")
+GameplayTagList=(Tag="Rooms.Linear.MiniLevel",DevComment="")
+GameplayTagList=(Tag="Rooms.Linear.PC",DevComment="Memory Heavy Rooms > 5.5K radius")
+GameplayTagList=(Tag="Rooms.Linear.Platforms",DevComment="")
+GameplayTagList=(Tag="Rooms.Linear.Slope",DevComment="")
+GameplayTagList=(Tag="Rooms.Linear.Small",DevComment="")
+GameplayTagList=(Tag="Rooms.Linear.Start",DevComment="")
+GameplayTagList=(Tag="Rooms.Linear.Steps",DevComment="")
+GameplayTagList=(Tag="Rooms.Linear.TraversalChallenge",DevComment="")
+GameplayTagList=(Tag="Rooms.Linear.Vertical",DevComment="")
+GameplayTagList=(Tag="Rooms.MotherLode",DevComment="")
+GameplayTagList=(Tag="SurfaceProperties.PlatformsFizzle",DevComment="")
+GameplayTagList=(Tag="SurfaceProperties.SentryGunNotPlaceable",DevComment="For marking actors that the sentry guns should not be placed on")
+GameplayTagList=(Tag="SurfaceProperties.ZiplineNotPlaceable",DevComment="")
+GameplayTagList=(Tag="TargetProperties.BasicMeleeOnly",DevComment="Can be targeted only by enemies like grunts and praetorians")
+GameplayTagList=(Tag="TargetProperties.FlyingRangedOnly",DevComment="Can be targeted by flying or ranged enemies like macteras or jelly swarmers")
+GameplayTagList=(Tag="TargetProperties.GrabbingTarget",DevComment="")
+GameplayTagList=(Tag="Weapon.LockOnRifle.LockOnTarget",DevComment="")

247
Config/DefaultInput.ini Executable file
View file

@ -0,0 +1,247 @@
[/Script/Engine.InputSettings]
-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
+AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Right_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Right_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Right_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.150000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.150000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.050000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.050000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Left_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Left_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Left_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_Z",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_Z",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MagicLeap_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MagicLeap_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MagicLeap_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MagicLeap_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MagicLeap_Left_Touch1_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MagicLeap_Left_Touch1_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MagicLeap_Left_Touch1_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MagicLeap_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MagicLeap_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MagicLeap_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MagicLeap_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MagicLeap_Right_Touch1_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MagicLeap_Right_Touch1_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MagicLeap_Right_Touch1_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouchpad_Touchpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouchpad_Touchpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusHand_Left_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusHand_Left_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusHand_Left_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusHand_Left_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusHand_Left_PinkPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusHand_Right_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusHand_Right_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusHand_Right_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusHand_Right_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusHand_Right_PinkPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
bAltEnterTogglesFullscreen=True
bF11TogglesFullscreen=True
bUseMouseForTouch=False
bEnableMouseSmoothing=True
bEnableFOVScaling=True
bCaptureMouseOnLaunch=True
bAlwaysShowTouchInterface=False
bShowConsoleOnFourFingerTap=True
bEnableGestureRecognizer=False
bUseAutocorrect=False
DefaultViewportMouseCaptureMode=CapturePermanently
DefaultViewportMouseLockMode=LockOnCapture
FOVScale=0.011110
DoubleClickTime=0.200000
+ActionMappings=(ActionName="CallDonkey",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=C)
+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom)
+ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
+ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightTrigger)
+ActionMappings=(ActionName="Cycleitem",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=R)
+ActionMappings=(ActionName="Use",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=E)
+ActionMappings=(ActionName="Use",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Left)
+ActionMappings=(ActionName="Cycleitem",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Left)
+ActionMappings=(ActionName="Flare",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=F)
+ActionMappings=(ActionName="Flare",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Right)
+ActionMappings=(ActionName="Grenade",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=G)
+ActionMappings=(ActionName="Chat",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Enter)
+ActionMappings=(ActionName="Mine",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=RightMouseButton)
+ActionMappings=(ActionName="Mine",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_LeftTrigger)
+ActionMappings=(ActionName="Run",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftShift)
+ActionMappings=(ActionName="Run",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_LeftThumbstick)
+ActionMappings=(ActionName="Equip1",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=One)
+ActionMappings=(ActionName="Equip2",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Two)
+ActionMappings=(ActionName="Equip3",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Three)
+ActionMappings=(ActionName="Equip4",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Four)
+ActionMappings=(ActionName="ToggleHUD",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=H)
+ActionMappings=(ActionName="LastWeapon",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Q)
+ActionMappings=(ActionName="Shout",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_LeftShoulder)
+ActionMappings=(ActionName="Grenade",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MiddleMouseButton)
+ActionMappings=(ActionName="PushToTalk",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Z)
+ActionMappings=(ActionName="Shout",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=X)
+ActionMappings=(ActionName="MapTool",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_Special_Left)
+ActionMappings=(ActionName="LaserPointer",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftControl)
+ActionMappings=(ActionName="MouseWheelUp",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MouseScrollUp)
+ActionMappings=(ActionName="MouseWheelDown",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MouseScrollDown)
+ActionMappings=(ActionName="CycleItemUp",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MouseScrollUp)
+ActionMappings=(ActionName="CycleItemDown",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MouseScrollDown)
+ActionMappings=(ActionName="MenuButton",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Escape)
+ActionMappings=(ActionName="MenuButton",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_Special_Right)
+ActionMappings=(ActionName="EquipResupply",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Five)
+ActionMappings=(ActionName="Salute",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=V)
+ActionMappings=(ActionName="Equip1",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_DPad_Left)
+ActionMappings=(ActionName="Equip2",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_DPad_Right)
+ActionMappings=(ActionName="Equip3",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_DPad_Up)
+ActionMappings=(ActionName="Equip4",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_DPad_Down)
+ActionMappings=(ActionName="CallDonkey",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Top)
+ActionMappings=(ActionName="Grenade",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightShoulder)
+ActionMappings=(ActionName="CloseMenu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Escape)
+ActionMappings=(ActionName="CloseMenu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_Special_Right)
+ActionMappings=(ActionName="Salute",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightThumbstick)
+ActionMappings=(ActionName="EquipResupply",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_DPad_Down)
+ActionMappings=(ActionName="OkMenu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Top)
+ActionMappings=(ActionName="SelectPrevCharMenu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_LeftTrigger)
+ActionMappings=(ActionName="SelectNextCharMenu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightTrigger)
+ActionMappings=(ActionName="PrevItemMenu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_LeftShoulder)
+ActionMappings=(ActionName="NextItemMenu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightShoulder)
+ActionMappings=(ActionName="SelectCharacter",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Top)
+ActionMappings=(ActionName="Select",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Top)
+ActionMappings=(ActionName="MapTool",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Tab)
+ActionMappings=(ActionName="MapTool",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=M)
+ActionMappings=(ActionName="AcceptInvite",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Y)
+ActionMappings=(ActionName="IgnoreInvite",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=I)
+ActionMappings=(ActionName="RejectInvite",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=N)
+ActionMappings=(ActionName="MenuAction1",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom)
+ActionMappings=(ActionName="MenuBack",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Right)
+ActionMappings=(ActionName="MenuBack",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=RightMouseButton)
+ActionMappings=(ActionName="PrevItemMenu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=A)
+ActionMappings=(ActionName="NextItemMenu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=D)
+ActionMappings=(ActionName="SelectPrevCharMenu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Q)
+ActionMappings=(ActionName="SelectNextCharMenu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=E)
+ActionMappings=(ActionName="SelectNextVertical",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_DPad_Down)
+ActionMappings=(ActionName="SelectPrevVertical",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_DPad_Up)
+ActionMappings=(ActionName="SelectUserProfile",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Top)
+ActionMappings=(ActionName="SelectUserProfile",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=RightMouseButton)
+ActionMappings=(ActionName="OpenSavesMenu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Left)
+ActionMappings=(ActionName="MenuAction2",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Left)
+ActionMappings=(ActionName="SelectCharacter",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
+ActionMappings=(ActionName="GodMode",bShift=False,bCtrl=True,bAlt=False,bCmd=False,Key=F1)
+ActionMappings=(ActionName="FlyMode",bShift=False,bCtrl=True,bAlt=False,bCmd=False,Key=F2)
+ActionMappings=(ActionName="FastMode",bShift=False,bCtrl=True,bAlt=False,bCmd=False,Key=F3)
+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W)
+AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S)
+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Up)
+AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=Down)
+AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A)
+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D)
+AxisMappings=(AxisName="TurnRate",Scale=1.000000,Key=Gamepad_RightX)
+AxisMappings=(AxisName="Turn",Scale=1.000000,Key=MouseX)
+AxisMappings=(AxisName="LookUpRate",Scale=1.000000,Key=Gamepad_RightY)
+AxisMappings=(AxisName="LookUp",Scale=-1.000000,Key=MouseY)
+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Right)
+AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=Left)
+AxisMappings=(AxisName="MoveForwardRate",Scale=1.000000,Key=Gamepad_LeftY)
+AxisMappings=(AxisName="MoveRightRate",Scale=1.000000,Key=Gamepad_LeftX)
+AxisMappings=(AxisName="MoveUp",Scale=1.000000,Key=SpaceBar)
+AxisMappings=(AxisName="MoveUp",Scale=-1.000000,Key=LeftControl)
+AxisMappings=(AxisName="MoveUpRate",Scale=1.000000,Key=Gamepad_RightShoulder)
+AxisMappings=(AxisName="MoveUpRate",Scale=-1.000000,Key=Gamepad_LeftShoulder)
+AxisMappings=(AxisName="MouseWheelAxis",Scale=0.200000,Key=MouseWheelAxis)
+AxisMappings=(AxisName="Roll",Scale=-1.000000,Key=Q)
+AxisMappings=(AxisName="Roll",Scale=1.000000,Key=E)
DefaultPlayerInputClass=/Script/Engine.PlayerInput
DefaultInputComponentClass=/Script/Engine.InputComponent
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
-ConsoleKeys=Tilde
+ConsoleKeys=Tilde
+ConsoleKeys=æ
+ConsoleKeys=½
[/Script/FSDRawInput.RawInputSettings]
#PS5 Controller
+DeviceConfigurations=(VendorID="054C",ProductID="0CE6",AxisProperties=((Key=Gamepad_RightTrigger),(Key=Gamepad_LeftTrigger),(Key=Gamepad_RightY,bInverted=True,bGamepadStick=True),(Key=Gamepad_RightX,bGamepadStick=True),(Key=Gamepad_LeftY,bInverted=True,bGamepadStick=True),(Key=Gamepad_LeftX,bGamepadStick=True),(bEnabled=False,Key=GenericUSBController_Axis7,bGamepadStick=True),(bMapToButton=True,Key=GenericUSBController_Axis8,AxisToButtonMapping=((AxisValue=0.285700,ButtonKey=Gamepad_DPad_Right),(AxisValue=0.571400,ButtonKey=Gamepad_DPad_Down),(AxisValue=0.857100,ButtonKey=Gamepad_DPad_Left),(ButtonKey=Gamepad_DPad_Up)))),ButtonProperties=((Key=Gamepad_FaceButton_Left),(Key=Gamepad_FaceButton_Bottom),(Key=Gamepad_FaceButton_Right),(Key=Gamepad_FaceButton_Top),(Key=Gamepad_LeftShoulder),(Key=Gamepad_RightShoulder),(Key=Gamepad_LeftTrigger),(Key=Gamepad_RightTrigger),(bEnabled=False,Key=GenericUSBController_Button9),(Key=Gamepad_Special_Right),(Key=Gamepad_LeftThumbstick),(Key=Gamepad_RightThumbstick),(bEnabled=False,Key=GenericUSBController_Button13),(Key=Gamepad_Special_Left),(bEnabled=False,Key=GenericUSBController_Button15),(bEnabled=False,Key=GenericUSBController_Button16),(bEnabled=False,Key=GenericUSBController_Button17),(bEnabled=False,Key=GenericUSBController_Button18),(bEnabled=False,Key=GenericUSBController_Button19),(bEnabled=False,Key=GenericUSBController_Button20)))
#PS4 Controller
+DeviceConfigurations=(VendorID="054C",ProductID="09CC",AxisProperties=((Key=Gamepad_RightY,bInverted=True,bGamepadStick=True),(Key=Gamepad_RightX,bGamepadStick=True),(Key=Gamepad_LeftY,bInverted=True,bGamepadStick=True),(Key=Gamepad_LeftX,bGamepadStick=True),(bMapToButton=True,Key=GenericUSBController_Axis5,AxisToButtonMapping=((AxisValue=0.285700,ButtonKey=Gamepad_DPad_Right),(AxisValue=0.571400,ButtonKey=Gamepad_DPad_Down),(AxisValue=0.857100,ButtonKey=Gamepad_DPad_Left),(ButtonKey=Gamepad_DPad_Up))),(bEnabled=False,Key=GenericUSBController_Axis6),(Key=Gamepad_RightTrigger),(Key=Gamepad_LeftTrigger)),ButtonProperties=((Key=Gamepad_FaceButton_Left),(Key=Gamepad_FaceButton_Bottom),(Key=Gamepad_FaceButton_Right),(Key=Gamepad_FaceButton_Top),(Key=Gamepad_LeftShoulder),(Key=Gamepad_RightShoulder),(Key=Gamepad_LeftTrigger),(Key=Gamepad_RightTrigger),(bEnabled=False,Key=GenericUSBController_Button9),(Key=Gamepad_Special_Right),(Key=Gamepad_LeftThumbstick),(Key=Gamepad_RightThumbstick),(bEnabled=False,Key=GenericUSBController_Button13),(bEnabled=False,Key=GenericUSBController_Button14),(bEnabled=False,Key=GenericUSBController_Button15),(bEnabled=False,Key=GenericUSBController_Button16),(bEnabled=False,Key=GenericUSBController_Button17),(bEnabled=False,Key=GenericUSBController_Button18),(bEnabled=False,Key=GenericUSBController_Button19),(bEnabled=False,Key=GenericUSBController_Button20)))
bRegisterDefaultDevice=True

View file

@ -0,0 +1,117 @@
[/Script/Engine.Engine]
; DefaultBloomKernel is not used on mobile
DefaultBloomKernelTextureName=/Engine/EngineResources/DefaultTexture.DefaultTexture
[PlatformCrypto]
PlatformRequiresDataCrypto=True
PakSigningRequired=False
[/Script/Engine.GarbageCollectionSettings]
gc.MaxObjectsInGame=131072
[Audio]
AudioDeviceModuleName=AndroidAudio
; Defining below allows switching to audio mixer using -audiomixer commandline
AudioMixerModuleName=AudioMixerAndroid
; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
PlatformHeadroomDB=-6
UseAudioMixer=true
[PlatformMemoryBuckets]
LargestMemoryBucket_MinGB=8
LargerMemoryBucket_MinGB=6
DefaultMemoryBucket_MinGB=4
SmallerMemoryBucket_MinGB=3
; for now, we require 3gb
SmallestMemoryBucket_MinGB=3
[DeviceProfileManager]
DeviceProfileSelectionModule="AndroidDeviceProfileSelectorRuntime"
[Advertising]
DefaultProviderName=AndroidAdvertising
[OnlineSubsystem]
DefaultPlatformService=GooglePlay
[SlateRenderer]
NumPreallocatedVertices=200
[/Script/TcpMessaging.TcpMessagingSettings]
EnableTransport=True
ListenEndpoint=127.0.0.1:6666
!ConnectToEndpoints=CLEAR_ARRAY
ConnectionRetryDelay=0
[LocalNotification]
DefaultPlatformService=AndroidLocalNotification
[DeviceScreenDensity]
+Devices=(Model="Nexus 5",Density=445)
+Devices=(Model="Nexus 5X",Density=424)
+Devices=(Model="Nexus 6",Density=493)
+Devices=(Model="Nexus 6P",Density=518)
+Devices=(Model="SM-G930.+",Density=577,IsRegex=true) ; Samsung Galaxy S7
+Devices=(Model="SM-G935.+",Density=534,IsRegex=true) ; Samsung Galaxy S7 Edge
+Devices=(Model="SM-N920.+",Density=515,IsRegex=true) ; Samsung Galaxy Note 5
+Devices=(Model="Pixel",Density=441)
+Devices=(Model="Pixel C",Density=308)
+Devices=(Model="Pixel XL",Density=534)
+Devices=(Model="HTC 10",Density=564)
+Devices=(Model="EVA-L09",Density=423) ; Huawei P9
;GalaxyS5=432
;GalaxyS6=577
[ConsoleVariables]
Slate.CacheRenderData=0
r.VSync=1
r.ParallelShadows=0
; high priority thread tasks can be downgraded to normal priority if a task is created with EPowerSavingEligibility::Eligible.
TaskGraph.EnablePowerSavingThreadPriorityReduction=1
; prefer D24_S8 for depth/stencil
r.Vulkan.Depth24Bit=1
;GalaxyS6Edge=577
r.Shadow.ForceSerialSingleRenderPass=1
; Support Mali 64k texel buffer limitation, tuned for 1080p. If you target 2k-4k resolutions please also set the LightGridPixelSize to 128
r.Forward.LightGridSizeZ = 8
r.Forward.MaxCulledLightsPerCell = 8
r.HairStrands.Simulation=0
r.HairStrands.Strands=0
r.HairStrands.Binding=0
[OnlineSubsystemGooglePlay.Store]
bSupportsInAppPurchasing=true
bUseStoreV2=true
bUseGooglePlayBillingApiV2=true
[ThermalSensors]
+SensorLocations=/sys/devices/virtual/thermal/thermal_zone1/temp
+SensorLocations=/sys/devices/system/cpu/cpu0/cpufreq/cpu_temp
+SensorLocations=/sys/class/thermal/thermal_zone0/temp
+SensorLocations=/sys/class/thermal/thermal_zone1/temp
+SensorLocations=/sys/class/hwmon/hwmon0/device/temp1_input
+SensorLocations=/sys/class/hwmon/hwmon0/temp1_input
+SensorLocations=/sys/devices/virtual/hwmon/hwmon1/temp1_input
+SensorLocations=/sys/devices/system/cpu/cpu0/cpufreq/FakeShmoo_cpu_temp
+SensorLocations=/sys/class/i2c-adapter/i2c-4/4-004c/temperature
+SensorLocations=/sys/devices/platform/tegra-i2c.3/i2c-4/4-004c/temperature
+SensorLocations=/sys/devices/platform/tegra-i2c.3/i2c-4/4-004c/ext_temperature
+SensorLocations=/sys/devices/platform/omap/omap_temp_sensor.0/temperature
+SensorLocations=/sys/devices/platform/tegra_tmon/temp1_input
+SensorLocations=/sys/kernel/debug/tegra_thermal/temp_tj
+SensorLocations=/sys/devices/platform/tegra-tsensor/tsensor_temperature
+SensorLocations=/sys/devices/platform/s5p-tmu/temperature
+SensorLocations=/sys/devices/platform/s5p-tmu/curr_temp
+SensorLocations=/sys/htc/cpu_temp
[/Script/Engine.RendererSettings]
r.DistanceFields=0
[AlternateTextureCompression]
TextureCompressionFormat=""
TextureFormatPrefix=""

View file

@ -0,0 +1,186 @@
; ------------------------------------------------------------------------------
; Foliage settings
; ------------------------------------------------------------------------------
[FoliageQuality@0]
foliage.DensityScale=0.5
grass.DensityScale=0.5
[FoliageQuality@1]
grass.densityScale=0.8
grass.CullDistanceScale=0.8
foliage.DensityScale=0.8
[FoliageQuality@2]
grass.densityScale=1.0
grass.CullDistanceScale=1.0
foliage.DensityScale=1.0
[FoliageQuality@3]
grass.densityScale=1.0
grass.CullDistanceScale=1.0
foliage.DensityScale=1.0
; ------------------------------------------------------------------------------
; View distance settings
; ------------------------------------------------------------------------------
[ViewDistanceQuality@0]
r.ViewDistanceScale=0.70
r.NeverOcclusionTestDistance=2000
[ViewDistanceQuality@1]
r.ViewDistanceScale=1.0
r.NeverOcclusionTestDistance=2000
[ViewDistanceQuality@2]
r.ViewDistanceScale=1.0
r.NeverOcclusionTestDistance=2000
[ViewDistanceQuality@3]
r.ViewDistanceScale=1.0
r.NeverOcclusionTestDistance=2000
; ------------------------------------------------------------------------------
; Shadow settings
; ------------------------------------------------------------------------------
[ShadowQuality@0]
r.ShadowQuality=0
r.Shadow.MaxCSMResolution=1024
r.Shadow.DistanceScale=0.5
r.Shadow.CSM.MaxCascades=1
r.Shadow.RadiusThreshold=0.06
[ShadowQuality@1]
r.ShadowQuality=1
r.Shadow.MaxCSMResolution=1024
r.Shadow.DistanceScale=0.7
r.Shadow.CSM.MaxCascades=1
r.Shadow.RadiusThreshold=0.06
[ShadowQuality@2]
r.ShadowQuality=1
r.Shadow.MaxCSMResolution=2048
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.MaxCascades=2
r.Shadow.RadiusThreshold=0.06
[ShadowQuality@3]
r.ShadowQuality=2
r.Shadow.MaxCSMResolution=2048
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.MaxCascades=2
r.Shadow.RadiusThreshold=0.06
; ------------------------------------------------------------------------------
; Postprocess settings
; ------------------------------------------------------------------------------
[PostProcessQuality@0]
r.Tonemapper.Quality=1
r.BloomQuality=0
r.DepthOfFieldQuality=0
r.LightShaftQuality=0
r.Mobile.AmbientOcclusionQuality=0
r.Mobile.PixelProjectedReflectionQuality=0
[PostProcessQuality@1]
r.Tonemapper.Quality=2
r.BloomQuality=1
r.DepthOfFieldQuality=1
r.LightShaftQuality=1
r.Mobile.AmbientOcclusionQuality=0
r.Mobile.PixelProjectedReflectionQuality=0
[PostProcessQuality@2]
r.Tonemapper.Quality=3
r.BloomQuality=1
r.DepthOfFieldQuality=1
r.LightShaftQuality=1
[PostProcessQuality@3]
r.Tonemapper.Quality=3
r.BloomQuality=1
r.DepthOfFieldQuality=1
r.LightShaftQuality=1
; ------------------------------------------------------------------------------
; Effects settings
; ------------------------------------------------------------------------------
[EffectsQuality@0]
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=4
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=1.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=8.0
r.SkyAtmosphere.FastSkyLUT.Width=96
r.SkyAtmosphere.FastSkyLUT.Height=50
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
r.RefractionQuality=0
fx.Niagara.QualityLevel=0
[EffectsQuality@1]
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=4
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=1.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=8.0
r.SkyAtmosphere.FastSkyLUT.Width=96
r.SkyAtmosphere.FastSkyLUT.Height=50
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
r.RefractionQuality=0
fx.Niagara.QualityLevel=0
[EffectsQuality@2]
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=4
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=1.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=8.0
r.SkyAtmosphere.FastSkyLUT.Width=96
r.SkyAtmosphere.FastSkyLUT.Height=50
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
r.RefractionQuality=1
fx.Niagara.QualityLevel=0
[EffectsQuality@3]
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=4
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=1.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=8.0
r.SkyAtmosphere.FastSkyLUT.Width=96
r.SkyAtmosphere.FastSkyLUT.Height=50
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
r.RefractionQuality=1
fx.Niagara.QualityLevel=1
; ------------------------------------------------------------------------------
; Texture settings
; ------------------------------------------------------------------------------
[TextureQuality@0]
r.MaxAnisotropy=1
[TextureQuality@1]
r.MaxAnisotropy=1
[TextureQuality@2]
r.MaxAnisotropy=2
[TextureQuality@3]
r.MaxAnisotropy=4
[ScalabilityPreview]
; don't want to preview any texture streaming changes in the editor
BlacklistCVars=r.MaxAnisotropy
+BlacklistCVars=r.Streaming.Boost
+BlacklistCVars=r.Streaming.AmortizeCPUToGPUCopy
+BlacklistCVars=r.Streaming.MaxNumTexturesToStreamPerFrame
+BlacklistCVars=r.Streaming.PoolSize

View file

@ -0,0 +1,6 @@
[OnlineSubsystem]
NativePlatformService=GooglePlay
LocalPlatformName=AND
[Audio]
AudioCaptureModuleName=AudioCaptureAndroid

View file

@ -0,0 +1,238 @@
[DataDrivenPlatformInfo]
bIsConfidential=false
AudioCompressionSettingsIniSectionName=/Script/AndroidRuntimeSettings.AndroidRuntimeSettings
Freezing_b32Bit=ini:Engine:Android:/Script/AndroidRuntimeSettings.AndroidRuntimeSettings:bBuildForArmV7
Freezing_bForce64BitMemoryImagePointers=true
bIsInteractablePlatform=true
bHasDedicatedGamepad=false
bIsGenericPC=false
bInputSupportConfigurable=false
DefaultInputType=Touch
bSupportsMouseAndKeyboard=false
bSupportsGamepad=true
bCanChangeGamepadType=true
bSupportsTouch=true
[PlatformInfo Android]
TargetPlatformName=Android
DisplayName=Android
PlatformType=Game
PlatformFlags=None
NormalIconPath=Launcher/Android/Platform_Android_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=
AutoSDKPath=Android
TutorialPath=SharingAndReleasing/Mobile/Android
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo Android_Multi]
TargetPlatformName=Android_Multi
DisplayName=Android (Multi)
PlatformType=Game
PlatformFlags=CookFlavor
NormalIconPath=Launcher/Android/Platform_Android_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-targetplatform=Android -cookflavor=Multi
AutoSDKPath=Android
TutorialPath=SharingAndReleasing/Mobile/Android
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo Android_DXT]
TargetPlatformName=Android_DXT
DisplayName=Android (DXT)
PlatformType=Game
PlatformFlags=CookFlavor
NormalIconPath=Launcher/Android/Platform_Android_DXT_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-targetplatform=Android -cookflavor=DXT
AutoSDKPath=Android
TutorialPath=SharingAndReleasing/Mobile/Android
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo Android_ETC2]
TargetPlatformName=Android_ETC2
DisplayName=Android (ETC2)
PlatformType=Game
PlatformFlags=CookFlavor
NormalIconPath=Launcher/Android/Platform_Android_ETC2_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-targetplatform=Android -cookflavor=ETC2
AutoSDKPath=Android
TutorialPath=SharingAndReleasing/Mobile/Android
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo Android_ASTC]
TargetPlatformName=Android_ASTC
DisplayName=Android (ASTC)
PlatformType=Game
PlatformFlags=CookFlavor
NormalIconPath=Launcher/Android/Platform_Android_ASTC_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-targetplatform=Android -cookflavor=ASTC
AutoSDKPath=Android
TutorialPath=SharingAndReleasing/Mobile/Android
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo AndroidClient]
TargetPlatformName=AndroidClient
DisplayName=Android (Client-only)
PlatformType=Client
PlatformFlags=None
NormalIconPath=Launcher/Android/Platform_Android_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-client
AutoSDKPath=Android
TutorialPath=SharingAndReleasing/Mobile/Android
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo Android_MultiClient]
TargetPlatformName=Android_MultiClient
DisplayName=Android (Multi) (Client-only)
PlatformType=Client
PlatformFlags=CookFlavor
NormalIconPath=Launcher/Android/Platform_Android_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-client -targetplatform=Android -cookflavor=Multi
AutoSDKPath=Android
TutorialPath=SharingAndReleasing/Mobile/Android
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo Android_DXTClient]
TargetPlatformName=Android_DXTClient
DisplayName=Android (DXT) (Client-only)
PlatformType=Client
PlatformFlags=CookFlavor
NormalIconPath=Launcher/Android/Platform_Android_DXT_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-client -targetplatform=Android -cookflavor=DXT
AutoSDKPath=Android
TutorialPath=SharingAndReleasing/Mobile/Android
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo Android_ETC2Client]
TargetPlatformName=Android_ETC2Client
DisplayName=Android (ETC2) (Client-only)
PlatformType=Client
PlatformFlags=CookFlavor
NormalIconPath=Launcher/Android/Platform_Android_ETC2_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-client -targetplatform=Android -cookflavor=ETC2
AutoSDKPath=Android
TutorialPath=SharingAndReleasing/Mobile/Android
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo Android_ASTCClient]
TargetPlatformName=Android_ASTCClient
DisplayName=Android (ASTC) (Client-only)
PlatformType=Client
PlatformFlags=CookFlavor
NormalIconPath=Launcher/Android/Platform_Android_ASTC_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-client -targetplatform=Android -cookflavor=ASTC
AutoSDKPath=Android
TutorialPath=SharingAndReleasing/Mobile/Android
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PreviewPlatform AndroidES31]
EnabledCVar=ini:Engine:Android:/Script/AndroidRuntimeSettings.AndroidRuntimeSettings:bBuildForES31
PlatformName=Android
ShaderFormat=GLSL_ES3_1_ANDROID
ActiveIconName=LevelEditor.PreviewMode.AndroidES31.Enabled
InactiveIconName=LevelEditor.PreviewMode.AndroidES31.Disabled
MenuText=NSLOCTEXT("PreviewPlatform", "PreviewMenuText_ES31", "Android ES 3.1")
MenuTooltip=NSLOCTEXT("PreviewPlatform", "PreviewMenuTooltip_ES31", "Mobile preview using Android ES3.1 quality settings.")
IconText=NSLOCTEXT("PreviewPlatform", "PreviewIconText_ES31", "Android ES3.1")
DeviceProfileName=Android
[PreviewPlatform AndroidVulkan]
EnabledCVar=ini:Engine:Android:/Script/AndroidRuntimeSettings.AndroidRuntimeSettings:bSupportsVulkan
PlatformName=Android
ShaderFormat=SF_VULKAN_ES31_ANDROID
ActiveIconName=LevelEditor.PreviewMode.AndroidVulkan.Enabled
InactiveIconName=LevelEditor.PreviewMode.AndroidVulkan.Disabled
MenuText=NSLOCTEXT("PreviewPlatform", "PreviewMenuText_AndroidVulkan", "Android Vulkan")
MenuTooltip=NSLOCTEXT("PreviewPlatform", "PreviewMenuTooltip_AndroidVulkan", "Mobile preview using Android Vulkan quality settings.")
IconText=NSLOCTEXT("PreviewPlatform", "PreviewIconText_AndroidVulkan", "Android Vulkan")
DeviceProfileName=Android
[PreviewPlatform AndroidVulkanSM5]
EnabledCVar=ini:Engine:Android:/Script/AndroidRuntimeSettings.AndroidRuntimeSettings:bSupportsVulkanSM5
PlatformName=Android
ShaderFormat=SF_VULKAN_SM5_ANDROID
ActiveIconName=LevelEditor.PreviewMode.AndroidVulkanSM5.Enabled
InactiveIconName=LevelEditor.PreviewMode.AndroidVulkanSM5.Disabled
MenuText=NSLOCTEXT("PreviewPlatform", "PreviewMenuText_AndroidVulkanSM5", "Android Vulkan SM5")
MenuTooltip=NSLOCTEXT("PreviewPlatform", "PreviewMenuTooltip_AndroidVulkanSM5", "Mobile preview using Android Vulkan SM5 quality settings.")
IconText=NSLOCTEXT("PreviewPlatform", "PreviewIconText_AndroidVulkanSM5", "Android VK SM5")
DeviceProfileName=Android

View file

@ -0,0 +1 @@
; Base.ini is required to exist

View file

@ -0,0 +1,516 @@
[AppCompat]
CPUScore1=1000
CPUScore2=720
CPUScore3=630
CPUScore4=500
CPUScore5=275
CPUSpeed1=1.8
CPUSpeed2=2.4
CPUSpeed3=3.0
CPUSpeed4=3.5
CPUSpeed5=4.0
CPUMultiCoreMult=1.75
CPUHyperThreadMult=1.15
CPUMemory1=0.5
CPUMemory2=1.0
CPUMemory3=1.0
CPUMemory4=2.0
CPUMemory5=3.0
GPUmemory1=128
GPUmemory2=128
GPUmemory3=256
GPUmemory4=512
GPUmemory5=768
GPUShader1=2
GPUShader2=2
GPUShader3=2
GPUShader4=3
GPUShader5=3
[AppCompatGPU-0x10DE]
;IDs obtained from NVIDIA_Device_IDs_April_2007 from NVIDIA.com
;0 indicates unsupported. -1 indicates untested. Most laptops and Quadros have not been tested
VendorName=NVIDIA
VendorMobileTag=Go
0x014F=1,GeForce 6200
0x00F3=1,GeForce 6200
0x0221=1,GeForce 6200
0x0163=1,GeForce 6200 LE
0x0162=1,GeForce 6200SE TurboCache(TM)
0x0161=1,GeForce 6200 TurboCache(TM)
0x0162=1,GeForce 6200SE TurboCache(TM)
0x0160=1,GeForce 6500
0x0141=2,GeForce 6600
0x00F2=2,GeForce 6600
0x0140=2,GeForce 6600 GT
0x00F1=2,GeForce 6600 GT
0x0142=2,GeForce 6600 LE
0x00F4=2,GeForce 6600 LE
0x0143=2,GeForce 6600 VE
0x0147=2,GeForce 6700 XL
0x0041=2,GeForce 6800
0x00C1=2,GeForce 6800
0x0047=2,GeForce 6800 GS
0x00F6=2,GeForce 6800 GS
0x00C0=2,GeForce 6800 GS
0x0045=2,GeForce 6800 GT
0x00F9=2,GeForce 6800 Series GPU
0x00C2=2,GeForce 6800 LE
0x0040=2,GeForce 6800 Ultra
0x00F9=2,GeForce 6800 Series GPU
0x0043=2,GeForce 6800 XE
0x0048=2,GeForce 6800 XT
0x0218=2,GeForce 6800 XT
0x00C3=2,GeForce 6800 XT
0x01DF=2,GeForce 7300 GS
0x0393=2,GeForce 7300 GT
0x01D1=2,GeForce 7300 LE
0x01D3=2,GeForce 7300 SE
0x01DD=2,GeForce 7500 LE
0x0392=3,GeForce 7600 GS
0x0392=3,GeForce 7600 GS
0x02E1=3,GeForce 7600 GS
0x0391=3,GeForce 7600 GT
0x0394=3,GeForce 7600 LE
0x00F5=4,GeForce 7800 GS
0x0092=4,GeForce 7800 GT
0x0091=4,GeForce 7800 GTX
0x0291=4,GeForce 7900 GT/GTO
0x0292=4,GeForce 7900 GS
0x0290=4,GeForce 7900 GTX
0x0293=4,GeForce 7900 GX2
0x0294=4,GeForce 7950 GX2
0x0322=0,GeForce FX 5200
0x0321=0,GeForce FX 5200 Ultra
0x0323=0,GeForce FX 5200LE
0x0326=1,GeForce FX 5500
0x0326=1,GeForce FX 5500
0x0312=1,GeForce FX 5600
0x0311=1,GeForce FX 5600 Ultra
0x0314=1,GeForce FX 5600XT
0x0342=1,GeForce FX 5700
0x0341=1,GeForce FX 5700 Ultra
0x0343=1,GeForce FX 5700LE
0x0344=1,GeForce FX 5700VE
0x0302=1,GeForce FX 5800
0x0301=1,GeForce FX 5800 Ultra
0x0331=1,GeForce FX 5900
0x0330=1,GeForce FX 5900 Ultra
0x0333=1,GeForce FX 5950 Ultra
0x0324=1,GeForce FX Go5200 64M
0x031A=1,GeForce FX Go5600
0x0347=1,GeForce FX Go5700
0x0167=1,GeForce Go 6200/6400
0x0168=1,GeForce Go 6200/6400
0x0148=1,GeForce Go 6600
0x00c8=2,GeForce Go 6800
0x00c9=2,GeForce Go 6800 Ultra
0x0098=3,GeForce Go 7800
0x0099=3,GeForce Go 7800 GTX
0x0298=3,GeForce Go 7900 GS
0x0299=3,GeForce Go 7900 GTX
0x0185=0,GeForce MX 4000
0x00FA=0,GeForce PCX 5750
0x00FB=0,GeForce PCX 5900
0x0110=0,GeForce2 MX/MX 400
0x0111=0,GeForce2 MX200
0x0110=0,GeForce2 MX/MX 400
0x0200=0,GeForce3
0x0201=0,GeForce3 Ti200
0x0202=0,GeForce3 Ti500
0x0172=0,GeForce4 MX 420
0x0171=0,GeForce4 MX 440
0x0181=0,GeForce4 MX 440 with AGP8X
0x0173=0,GeForce4 MX 440-SE
0x0170=0,GeForce4 MX 460
0x0253=0,GeForce4 Ti 4200
0x0281=0,GeForce4 Ti 4200 with AGP8X
0x0251=0,GeForce4 Ti 4400
0x0250=0,GeForce4 Ti 4600
0x0280=0,GeForce4 Ti 4800
0x0282=0,GeForce4 Ti 4800SE
0x0203=0,Quadro DCC
0x0309=1,Quadro FX 1000
0x034E=1,Quadro FX 1100
0x00FE=1,Quadro FX 1300
0x00CE=1,Quadro FX 1400
0x0308=1,Quadro FX 2000
0x0338=1,Quadro FX 3000
0x00FD=1,Quadro PCI-E Series
0x00F8=1,Quadro FX 3400/224400
0x00CD=1,Quadro FX 3450/4000 SDI
0x004E=1,Quadro FX 4000
0x00CD=1,Quadro FX 3450/4000 SDI
0x00F8=1,Quadro FX 3400/4400
0x009D=1,Quadro FX 4500
0x029F=1,Quadro FX 4500 X2
0x032B=1,Quadro FX 500/FX 600
0x014E=1,Quadro FX 540
0x014C=1,Quadro FX 540 MXM
0x032B=1,Quadro FX 500/FX 600
0X033F=1,Quadro FX 700
0x034C=1,Quadro FX Go1000
0x00CC=1,Quadro FX Go1400
0x031C=1,Quadro FX Go700
0x018A=1,Quadro NVS with AGP8X
0x032A=1,Quadro NVS 280 PCI
0x00FD=1,Quadro PCI-E Series
0x0165=1,Quadro NVS 285
0x017A=1,Quadro NVS
0x018A=1,Quadro NVS with AGP8X
0x0113=1,Quadro2 MXR/EX
0x017A=1,Quadro NVS
0x018B=1,Quadro4 380 XGL
0x0178=1,Quadro4 550 XGL
0x0188=1,Quadro4 580 XGL
0x025B=1,Quadro4 700 XGL
0x0259=1,Quadro4 750 XGL
0x0258=1,Quadro4 900 XGL
0x0288=1,Quadro4 980 XGL
0x028C=1,Quadro4 Go700
0x0295=4,NVIDIA GeForce 7950 GT
0x03D0=1,NVIDIA GeForce 6100 nForce 430
0x03D1=1,NVIDIA GeForce 6100 nForce 405
0x03D2=1,NVIDIA GeForce 6100 nForce 400
0x0241=1,NVIDIA GeForce 6150 LE
0x0242=1,NVIDIA GeForce 6100
0x0245=1,NVIDIA Quadro NVS 210S / NVIDIA GeForce 6150LE
0x029C=1,NVIDIA Quadro FX 5500
0x0191=5,NVIDIA GeForce 8800 GTX
0x0193=5,NVIDIA GeForce 8800 GTS
0x0400=4,NVIDIA GeForce 8600 GTS
0x0402=4,NVIDIA GeForce 8600 GT
0x0421=4,NVIDIA GeForce 8500 GT
0x0422=4,NVIDIA GeForce 8400 GS
0x0423=4,NVIDIA GeForce 8300 GS
[AppCompatGPU-0x1002]
;IDs obtained from ATI_Device_IDs from ATI.com
;0 indicates unsupported. -1 indicates untested. Most laptops and Quadros have not been tested
VendorName=ATI
VendorMobileTag=Mobility
0x5653=1,ATI MOBILITY/RADEON X700
0x7248=5,Radeon X1950 XTX Uber - Limited Edition
0x7268=5,Radeon X1950 XTX Uber - Limited Edition Secondary
0x554D=3,Radeon X800 CrossFire Edition
0x556D=3,Radeon X800 CrossFire Edition Secondary
0x5D52=3,Radeon X850 CrossFire Edition
0x5D72=3,Radeon X850 CrossFire Edition Secondary
0x564F=1,Radeon X550/X700 Series
0x4154=1,ATI FireGL T2
0x4174=1,ATI FireGL T2 Secondary
0x5B64=1,ATI FireGL V3100
0x5B74=1,ATI FireGL V3100 Secondary
0x3E54=1,ATI FireGL V3200
0x3E74=1,ATI FireGL V3200 Secondary
0x7152=1,ATI FireGL V3300
0x7172=1,ATI FireGL V3300 Secondary
0x7153=1,ATI FireGL V3350
0x7173=1,ATI FireGL V3350 Secondary
0x71D2=1,ATI FireGL V3400
0x71F2=1,ATI FireGL V3400 Secondary
0x5E48=1,ATI FireGL V5000
0x5E68=1,ATI FireGL V5000 Secondary
0x5551=1,ATI FireGL V5100
0x5571=1,ATI FireGL V5100 Secondary
0x71DA=1,ATI FireGL V5200
0x71FA=1,ATI FireGL V5200 Secondary
0x7105=1,ATI FireGL V5300
0x7125=1,ATI FireGL V5300 Secondary
0x5550=1,ATI FireGL V7100
0x5570=1,ATI FireGL V7100 Secondary
0x5D50=1,ATI FireGL V7200
0x7104=1,ATI FireGL V7200
0x5D70=1,ATI FireGL V7200 Secondary
0x7124=1,ATI FireGL V7200 Secondary
0x710E=1,ATI FireGL V7300
0x712E=1,ATI FireGL V7300 Secondary
0x710F=1,ATI FireGL V7350
0x712F=1,ATI FireGL V7350 Secondary
0x4E47=1,ATI FireGL X1
0x4E67=1,ATI FireGL X1 Secondary
0x4E4B=1,ATI FireGL X2-256/X2-256t
0x4E6B=1,ATI FireGL X2-256/X2-256t Secondary
0x4A4D=1,ATI FireGL X3-256
0x4A6D=1,ATI FireGL X3-256 Secondary
0x4147=1,ATI FireGL Z1
0x4167=1,ATI FireGL Z1 Secondary
0x5B65=1,ATI FireMV 2200
0x5B75=1,ATI FireMV 2200 Secondary
0x719B=1,ATI FireMV 2250
0x71BB=1,ATI FireMV 2250 Secondary
0x3151=1,ATI FireMV 2400
0x3171=1,ATI FireMV 2400 Secondary
0x724E=1,ATI FireStream 2U
0x726E=1,ATI FireStream 2U Secondary
0x4C58=1,ATI MOBILITY FIRE GL 7800
0x4E54=1,ATI MOBILITY FIRE GL T2/T2e
0x5464=1,ATI MOBILITY FireGL V3100
0x3154=1,ATI MOBILITY FireGL V3200
0x564A=1,ATI MOBILITY FireGL V5000
0x564B=1,ATI MOBILITY FireGL V5000
0x5D49=1,ATI MOBILITY FireGL V5100
0x71C4=1,ATI MOBILITY FireGL V5200
0x71D4=1,ATI MOBILITY FireGL V5250
0x7106=1,ATI MOBILITY FireGL V7100
0x7103=1,ATI MOBILITY FireGL V7200
0x4C59=1,ATI MOBILITY RADEON
0x4C57=1,ATI MOBILITY RADEON 7500
0x4E52=1,ATI MOBILITY RADEON 9500
0x4E56=1,ATI MOBILITY RADEON 9550
0x4E50=1,ATI MOBILITY RADEON 9600/9700 Series
0x4A4E=1,ATI MOBILITY RADEON 9800
0x7210=1,ATI Mobility Radeon HD 2300
0x7211=1,ATI Mobility Radeon HD 2300
0x94C9=1,ATI Mobility Radeon HD 2400
0x94C8=1,ATI Mobility Radeon HD 2400 XT
0x9581=1,ATI Mobility Radeon HD 2600
0x9583=1,ATI Mobility Radeon HD 2600 XT
0x714A=1,ATI Mobility Radeon X1300
0x7149=1,ATI Mobility Radeon X1300
0x714B=1,ATI Mobility Radeon X1300
0x714C=1,ATI Mobility Radeon X1300
0x718B=1,ATI Mobility Radeon X1350
0x718C=1,ATI Mobility Radeon X1350
0x7196=1,ATI Mobility Radeon X1350
0x7145=1,ATI Mobility Radeon X1400
0x7186=1,ATI Mobility Radeon X1450
0x718D=1,ATI Mobility Radeon X1450
0x71C5=1,ATI Mobility Radeon X1600
0x71D5=1,ATI Mobility Radeon X1700
0x71DE=1,ATI Mobility Radeon X1700
0x71D6=1,ATI Mobility Radeon X1700 XT
0x7102=1,ATI Mobility Radeon X1800
0x7101=1,ATI Mobility Radeon X1800 XT
0x7284=1,ATI Mobility Radeon X1900
0x718A=1,ATI Mobility Radeon X2300
0x7188=1,ATI Mobility Radeon X2300
0x5461=1,ATI MOBILITY RADEON X300
0x5460=1,ATI MOBILITY RADEON X300
0x3152=1,ATI MOBILITY RADEON X300
0x3150=1,ATI MOBILITY RADEON
0x5462=1,ATI MOBILITY RADEON X600 SE
0x5652=1,ATI MOBILITY RADEON X700
0x5653=1,ATI MOBILITY RADEON X700
0x5673=1,ATI MOBILITY RADEON X700 Secondary
0x5D4A=1,ATI MOBILITY RADEON X800
0x5D48=1,ATI MOBILITY RADEON X800 XT
0x4153=1,ATI Radeon 9550/X1050 Series
0x4173=1,ATI Radeon 9550/X1050 Series Secondary
0x4150=1,ATI RADEON 9600 Series
0x4E51=1,ATI RADEON 9600 Series
0x4151=1,ATI RADEON 9600 Series
0x4155=1,ATI RADEON 9600 Series
0x4152=1,ATI RADEON 9600 Series
0x4E71=1,ATI RADEON 9600 Series Secondary
0x4171=1,ATI RADEON 9600 Series Secondary
0x4170=1,ATI RADEON 9600 Series Secondary
0x4175=1,ATI RADEON 9600 Series Secondary
0x4172=1,ATI RADEON 9600 Series Secondary
0x9402=5,ATI Radeon HD 2900 XT
0x9403=5,ATI Radeon HD 2900 XT
0x9400=5,ATI Radeon HD 2900 XT
0x9401=5,ATI Radeon HD 2900 XT
0x791E=1,ATI Radeon X1200 Series
0x791F=1,ATI Radeon X1200 Series
0x7288=5,ATI Radeon X1950 GT
0x72A8=5,ATI Radeon X1950 GT Secondary
0x554E=3,ATI RADEON X800 GT
0x556E=3,ATI RADEON X800 GT Secondary
0x554D=3,ATI RADEON X800 XL
0x556D=3,ATI RADEON X800 XL Secondary
0x4B4B=3,ATI RADEON X850 PRO
0x4B6B=3,ATI RADEON X850 PRO Secondary
0x4B4A=3,ATI RADEON X850 SE
0x4B6A=3,ATI RADEON X850 SE Secondary
0x4B49=3,ATI RADEON X850 XT
0x4B4C=3,ATI RADEON X850 XT Platinum Edition
0x4B6C=3,ATI RADEON X850 XT Platinum Edition Secondary
0x4B69=3,ATI RADEON X850 XT Secondary
0x793F=1,ATI Radeon Xpress 1200 Series
0x7941=1,ATI Radeon Xpress 1200 Series
0x7942=1,ATI Radeon Xpress 1200 Series
0x5A61=1,ATI Radeon Xpress Series
0x5A63=1,ATI Radeon Xpress Series
0x5A62=1,ATI Radeon Xpress Series
0x5A41=1,ATI Radeon Xpress Series
0x5A43=1,ATI Radeon Xpress Series
0x5A42=1,ATI Radeon Xpress Series
0x5954=1,ATI Radeon Xpress Series
0x5854=1,ATI Radeon Xpress Series
0x5955=1,ATI Radeon Xpress Series
0x5974=1,ATI Radeon Xpress Series
0x5874=1,ATI Radeon Xpress Series
0x5975=1,ATI Radeon Xpress Series
0x4144=1,Radeon 9500
0x4149=1,Radeon 9500
0x4E45=1,Radeon 9500 PRO / 9700
0x4E65=1,Radeon 9500 PRO / 9700 Secondary
0x4164=1,Radeon 9500 Secondary
0x4169=1,Radeon 9500 Secondary
0x4E46=1,Radeon 9600 TX
0x4E66=1,Radeon 9600 TX Secondary
0x4146=1,Radeon 9600TX
0x4166=1,Radeon 9600TX Secondary
0x4E44=1,Radeon 9700 PRO
0x4E64=1,Radeon 9700 PRO Secondary
0x4E49=1,Radeon 9800
0x4E48=1,Radeon 9800 PRO
0x4E68=1,Radeon 9800 PRO Secondary
0x4148=1,Radeon 9800 SE
0x4168=1,Radeon 9800 SE Secondary
0x4E69=1,Radeon 9800 Secondary
0x4E4A=1,Radeon 9800 XT
0x4E6A=1,Radeon 9800 XT Secondary
0x7146=2,Radeon X1300 / X1550 Series
0x7166=2,Radeon X1300 / X1550 Series Secondary
0x714E=2,Radeon X1300 Series
0x715E=2,Radeon X1300 Series
0x714D=2,Radeon X1300 Series
0x71C3=2,Radeon X1300 Series
0x718F=2,Radeon X1300 Series
0x716E=2,Radeon X1300 Series Secondary
0x717E=2,Radeon X1300 Series Secondary
0x716D=2,Radeon X1300 Series Secondary
0x71E3=2,Radeon X1300 Series Secondary
0x71AF=2,Radeon X1300 Series Secondary
0x7142=2,Radeon X1300/X1550 Series
0x7180=2,Radeon X1300/X1550 Series
0x7183=2,Radeon X1300/X1550 Series
0x7187=2,Radeon X1300/X1550 Series
0x7162=2,Radeon X1300/X1550 Series Secondary
0x71A0=2,Radeon X1300/X1550 Series Secondary
0x71A3=2,Radeon X1300/X1550 Series Secondary
0x71A7=2,Radeon X1300/X1550 Series Secondary
0x7147=2,Radeon X1550 64-bit
0x715F=2,Radeon X1550 64-bit
0x719F=2,Radeon X1550 64-bit
0x7167=2,Radeon X1550 64-bit Secondary
0x717F=2,Radeon X1550 64-bit Secondary
0x7143=2,Radeon X1550 Series
0x7193=2,Radeon X1550 Series
0x7163=2,Radeon X1550 Series Secondary
0x71B3=2,Radeon X1550 Series Secondary
0x71CE=3,Radeon X1600 Pro / Radeon X1300 XT
0x71EE=3,Radeon X1600 Pro / Radeon X1300 XT Secondary
0x7140=3,Radeon X1600 Series
0x71C0=3,Radeon X1600 Series
0x71C2=3,Radeon X1600 Series
0x71C6=3,Radeon X1600 Series
0x7181=3,Radeon X1600 Series
0x71CD=3,Radeon X1600 Series
0x7160=3,Radeon X1600 Series Secondary
0x71E2=3,Radeon X1600 Series Secondary
0x71E6=3,Radeon X1600 Series Secondary
0x71A1=3,Radeon X1600 Series Secondary
0x71ED=3,Radeon X1600 Series Secondary
0x71E0=3,Radeon X1600 Series Secondary
0x71C1=3,Radeon X1650 Series
0x7293=3,Radeon X1650 Series
0x7291=3,Radeon X1650 Series
0x71C7=3,Radeon X1650 Series
0x71E1=3,Radeon X1650 Series Secondary
0x72B3=3,Radeon X1650 Series Secondary
0x72B1=3,Radeon X1650 Series Secondary
0x71E7=3,Radeon X1650 Series Secondary
0x7100=4,Radeon X1800 Series
0x7108=4,Radeon X1800 Series
0x7109=4,Radeon X1800 Series
0x710A=4,Radeon X1800 Series
0x710B=4,Radeon X1800 Series
0x710C=4,Radeon X1800 Series
0x7120=4,Radeon X1800 Series Secondary
0x7128=4,Radeon X1800 Series Secondary
0x7129=4,Radeon X1800 Series Secondary
0x712A=4,Radeon X1800 Series Secondary
0x712B=4,Radeon X1800 Series Secondary
0x712C=4,Radeon X1800 Series Secondary
0x7243=5,Radeon X1900 Series
0x7245=5,Radeon X1900 Series
0x7246=5,Radeon X1900 Series
0x7247=5,Radeon X1900 Series
0x7248=5,Radeon X1900 Series
0x7249=5,Radeon X1900 Series
0x724A=5,Radeon X1900 Series
0x724B=5,Radeon X1900 Series
0x724C=5,Radeon X1900 Series
0x724D=5,Radeon X1900 Series
0x724F=5,Radeon X1900 Series
0x7263=5,Radeon X1900 Series Secondary
0x7265=5,Radeon X1900 Series Secondary
0x7266=5,Radeon X1900 Series Secondary
0x7267=5,Radeon X1900 Series Secondary
0x7268=5,Radeon X1900 Series Secondary
0x7269=5,Radeon X1900 Series Secondary
0x726A=5,Radeon X1900 Series Secondary
0x726B=5,Radeon X1900 Series Secondary
0x726C=5,Radeon X1900 Series Secondary
0x726D=5,Radeon X1900 Series Secondary
0x726F=5,Radeon X1900 Series Secondary
0x7280=5,Radeon X1950 Series
0x7240=5,Radeon X1950 Series
0x7244=5,Radeon X1950 Series
0x72A0=5,Radeon X1950 Series Secondary
0x7260=5,Radeon X1950 Series Secondary
0x7264=5,Radeon X1950 Series Secondary
0x5B60=1,Radeon X300/X550/X1050 Series
0x5B63=1,Radeon X300/X550/X1050 Series
0x5B73=1,Radeon X300/X550/X1050 Series Secondary
0x5B70=1,Radeon X300/X550/X1050 Series Secondary
0x5657=1,Radeon X550/X700 Series
0x5677=1,Radeon X550/X700 Series Secondary
0x5B62=1,Radeon X600 Series
0x5B72=1,Radeon X600 Series Secondary
0x3E50=1,Radeon X600/X550 Series
0x3E70=1,Radeon X600/X550 Series Secondary
0x5E4D=2,Radeon X700
0x5E4B=2,Radeon X700 PRO
0x5E6B=2,Radeon X700 PRO Secondary
0x5E4C=2,Radeon X700 SE
0x5E6C=2,Radeon X700 SE Secondary
0x5E6D=2,Radeon X700 Secondary
0x5E4A=2,Radeon X700 XT
0x5E6A=2,Radeon X700 XT Secondary
0x5E4F=2,Radeon X700/X550 Series
0x5E6F=2,Radeon X700/X550 Series Secondary
0x554B=3,Radeon X800 GT
0x556B=3,Radeon X800 GT Secondary
0x5549=3,Radeon X800 GTO
0x554F=3,Radeon X800 GTO
0x5D4F=3,Radeon X800 GTO
0x5569=3,Radeon X800 GTO Secondary
0x556F=3,Radeon X800 GTO Secondary
0x5D6F=3,Radeon X800 GTO Secondary
0x4A49=3,Radeon X800 PRO
0x4A69=3,Radeon X800 PRO Secondary
0x4A4F=3,Radeon X800 SE
0x4A6F=3,Radeon X800 SE Secondary
0x4A48=3,Radeon X800 Series
0x4A4A=3,Radeon X800 Series
0x4A4C=3,Radeon X800 Series
0x5548=3,Radeon X800 Series
0x4A68=3,Radeon X800 Series Secondary
0x4A6A=3,Radeon X800 Series Secondary
0x4A6C=3,Radeon X800 Series Secondary
0x5568=3,Radeon X800 Series Secondary
0x4A54=3,Radeon X800 VE
0x4A74=3,Radeon X800 VE Secondary
0x4A4B=3,Radeon X800 XT
0x5D57=3,Radeon X800 XT
0x4A50=3,Radeon X800 XT Platinum Edition
0x554A=3,Radeon X800 XT Platinum Edition
0x4A70=3,Radeon X800 XT Platinum Edition Secondary
0x556A=3,Radeon X800 XT Platinum Edition Secondary
0x4A6B=3,Radeon X800 XT Secondary
0x5D77=3,Radeon X800 XT Secondary
0x5D52=3,Radeon X850 XT
0x5D4D=3,Radeon X850 XT Platinum Edition
0x5D6D=3,Radeon X850 XT Platinum Edition Secondary
0x5D72=3,Radeon X850 XT Secondary

View file

@ -0,0 +1,977 @@
; Add a ArrayOfStruct key for all DeviceProfile PerObjectConfig sections (this must come before any DeviceProfile sections)
; Note that * properties don't get written back out by the config system, but these aren't real sections, so that should be okay
[DeviceProfile]
*TextureLODGroups=Group
[DeviceProfiles]
+DeviceProfileNameAndTypes=Windows,Windows
+DeviceProfileNameAndTypes=WindowsNoEditor,Windows
+DeviceProfileNameAndTypes=WindowsServer,Windows
+DeviceProfileNameAndTypes=WindowsClient,Windows
+DeviceProfileNameAndTypes=IOS,IOS
+DeviceProfileNameAndTypes=iPadAir,IOS
+DeviceProfileNameAndTypes=iPadAir2,IOS
+DeviceProfileNameAndTypes=iPadAir3,IOS
+DeviceProfileNameAndTypes=iPadAir4,IOS
+DeviceProfileNameAndTypes=iPadMini2,IOS
+DeviceProfileNameAndTypes=iPadMini3,IOS
+DeviceProfileNameAndTypes=iPadMini4,IOS
+DeviceProfileNameAndTypes=iPadMini5,IOS
+DeviceProfileNameAndTypes=iPodTouch6,IOS
+DeviceProfileNameAndTypes=iPodTouch7,IOS
+DeviceProfileNameAndTypes=iPhone5S,IOS
+DeviceProfileNameAndTypes=iPhone6,IOS
+DeviceProfileNameAndTypes=iPhone6Plus,IOS
+DeviceProfileNameAndTypes=iPhone6S,IOS
+DeviceProfileNameAndTypes=iPhone6SPlus,IOS
+DeviceProfileNameAndTypes=iPhone7,IOS
+DeviceProfileNameAndTypes=iPhone7Plus,IOS
+DeviceProfileNameAndTypes=iPhoneSE,IOS
+DeviceProfileNameAndTypes=iPhone8,IOS
+DeviceProfileNameAndTypes=iPhone8Plus,IOS
+DeviceProfileNameAndTypes=iPhoneX,IOS
+DeviceProfileNameAndTypes=iPhoneXS,IOS
+DeviceProfileNameAndTypes=iPhoneXSMax,IOS
+DeviceProfileNameAndTypes=iPhoneXR,IOS
+DeviceProfileNameAndTypes=iPhone11,IOS
+DeviceProfileNameAndTypes=iPhone11Pro,IOS
+DeviceProfileNameAndTypes=iPhone11ProMax,IOS
+DeviceProfileNameAndTypes=iPhoneSE2,IOS
+DeviceProfileNameAndTypes=iPhone12Mini,IOS
+DeviceProfileNameAndTypes=iPhone12,IOS
+DeviceProfileNameAndTypes=iPhone12Pro,IOS
+DeviceProfileNameAndTypes=iPhone12ProMax,IOS
+DeviceProfileNameAndTypes=iPadPro,IOS
+DeviceProfileNameAndTypes=iPadPro105,IOS
+DeviceProfileNameAndTypes=iPadPro129,IOS
+DeviceProfileNameAndTypes=iPadPro97,IOS
+DeviceProfileNameAndTypes=iPadPro2_129,IOS
+DeviceProfileNameAndTypes=iPad5,IOS
+DeviceProfileNameAndTypes=iPad6,IOS
+DeviceProfileNameAndTypes=iPad7,IOS
+DeviceProfileNameAndTypes=iPad8,IOS
+DeviceProfileNameAndTypes=iPadPro11,IOS
+DeviceProfileNameAndTypes=iPadPro2_11,IOS
+DeviceProfileNameAndTypes=iPadPro3_129,IOS
+DeviceProfileNameAndTypes=iPadPro4_129,IOS
+DeviceProfileNameAndTypes=AppleTV,IOS
+DeviceProfileNameAndTypes=AppleTV4K,IOS
+DeviceProfileNameAndTypes=TVOS,AppleTV
+DeviceProfileNameAndTypes=Mac,Mac
+DeviceProfileNameAndTypes=MacClient,Mac
+DeviceProfileNameAndTypes=MacNoEditor,Mac
+DeviceProfileNameAndTypes=MacServer,Mac
+DeviceProfileNameAndTypes=Linux,Linux
+DeviceProfileNameAndTypes=LinuxAArch64,Linux
+DeviceProfileNameAndTypes=LinuxNoEditor,Linux
+DeviceProfileNameAndTypes=LinuxAArch64NoEditor,LinuxAArch64
+DeviceProfileNameAndTypes=LinuxClient,Linux
+DeviceProfileNameAndTypes=LinuxAArch64Client,LinuxAArch64
+DeviceProfileNameAndTypes=LinuxServer,Linux
+DeviceProfileNameAndTypes=LinuxAArch64Server,LinuxAArch64
+DeviceProfileNameAndTypes=Android,Android
+DeviceProfileNameAndTypes=Android_Low,Android
+DeviceProfileNameAndTypes=Android_Mid,Android
+DeviceProfileNameAndTypes=Android_High,Android
+DeviceProfileNameAndTypes=Android_Default,Android
+DeviceProfileNameAndTypes=Android_Adreno4xx,Android
+DeviceProfileNameAndTypes=Android_Adreno5xx_Low,Android
+DeviceProfileNameAndTypes=Android_Adreno5xx,Android
+DeviceProfileNameAndTypes=Android_Adreno6xx,Android
+DeviceProfileNameAndTypes=Android_Adreno6xx_Vulkan,Android
+DeviceProfileNameAndTypes=Android_Mali_T6xx,Android
+DeviceProfileNameAndTypes=Android_Mali_T7xx,Android
+DeviceProfileNameAndTypes=Android_Mali_T8xx,Android
+DeviceProfileNameAndTypes=Android_Mali_G71,Android
+DeviceProfileNameAndTypes=Android_Mali_G72,Android
+DeviceProfileNameAndTypes=Android_Mali_G72_Vulkan,Android
+DeviceProfileNameAndTypes=Android_Mali_G76,Android
+DeviceProfileNameAndTypes=Android_Mali_G76_Vulkan,Android
+DeviceProfileNameAndTypes=Android_Mali_G77,Android
+DeviceProfileNameAndTypes=Android_Mali_G77_Vulkan,Android
+DeviceProfileNameAndTypes=Android_Mali_G78,Android
+DeviceProfileNameAndTypes=Android_Mali_G78_Vulkan,Android
+DeviceProfileNameAndTypes=Android_Mali_G710,Android
+DeviceProfileNameAndTypes=Android_Mali_G710_Vulkan,Android
+DeviceProfileNameAndTypes=Android_Vulkan_SM5,Android
+DeviceProfileNameAndTypes=Android_PowerVR_G6xxx,Android
+DeviceProfileNameAndTypes=Android_PowerVR_GT7xxx,Android
+DeviceProfileNameAndTypes=Android_PowerVR_GE8xxx,Android
+DeviceProfileNameAndTypes=Android_PowerVR_GM9xxx,Android
+DeviceProfileNameAndTypes=Android_PowerVR_GM9xxx_Vulkan,Android
+DeviceProfileNameAndTypes=Android_TegraK1,Android
+DeviceProfileNameAndTypes=Android_Unknown_Vulkan,Android
+DeviceProfileNameAndTypes=Lumin,Lumin
+DeviceProfileNameAndTypes=Lumin_Desktop,Lumin
+DeviceProfileNameAndTypes=HoloLens,HoloLens
[/Script/Engine.TextureLODSettings]
@TextureLODGroups=Group
TextureLODGroups=(Group=TEXTUREGROUP_World,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_WorldNormalMap,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_WorldSpecular,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Character,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_CharacterNormalMap,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_CharacterSpecular,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Weapon,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_WeaponNormalMap,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_WeaponSpecular,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Vehicle,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_VehicleNormalMap,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_VehicleSpecular,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Cinematic,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Effects,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_EffectsNotFiltered,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Skybox,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_UI,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_NoMipmaps)
+TextureLODGroups=(Group=TEXTUREGROUP_Lightmap,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Shadowmap,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_RenderTarget,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_MobileFlattened,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Terrain_Heightmap,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Terrain_Weightmap,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Bokeh,MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Pixels2D,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=point,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_8BitData,LODBias=0,MinMagFilter=point,MipFilter=point,MipGenSettings=TMGS_NoMipmaps)
+TextureLODGroups=(Group=TEXTUREGROUP_16BitData,LODBias=0,MinMagFilter=point,MipFilter=point,MipGenSettings=TMGS_NoMipmaps)
[Windows DeviceProfile]
DeviceType=Windows
BaseProfileName=
; +CVars=r.Vulkan.EnableValidation=0
[WindowsNoEditor DeviceProfile]
DeviceType=Windows
BaseProfileName=Windows
[WindowsClient DeviceProfile]
DeviceType=Windows
BaseProfileName=Windows
[WindowsServer DeviceProfile]
DeviceType=Windows
BaseProfileName=Windows
[WindowsClient DeviceProfile]
DeviceType=Windows
BaseProfileName=Windows
;----------------
; iOS Devices
[IOSDeviceMappings]
iPhone6,[1,2]=iPhone5S
iPhone7,1=iPhone6Plus
iPhone7,2=iPhone6
iPhone8,1=iPhone6S
iPhone8,2=iPhone6SPlus
iPhone8,4=iPhoneSE
iPhone9,[13]=iPhone7
iPhone9,[24]=iPhone7Plus
iPhone10,[1,4]=iPhone8
iPhone10,[2,5]=iPhone8Plus
iPhone10,[3,6]=iPhoneX
iPhone11,2=iPhoneXS
iPhone11,[4,6]=iPhoneXSMax
iPhone11,8=iPhoneXR
iPhone12,1=iPhone11
iPhone12,3=iPhone11Pro
iPhone12,5=iPhone11ProMax
iPhone12,8=iPhoneSE2
iPhone13,1=iPhone12Mini
iPhone13,2=iPhone12
iPhone13,3=iPhone12Pro
iPhone13,4=iPhone12ProMax
iPod7,1=iPodTouch6
iPod9,1=iPodTouch7
iPad4,[1-3]=iPadAir
iPad4,[4-6]=iPadMini2
iPad4,[7-9]=iPadMini3
iPad5,[1,2]=iPadMini4
iPad5,[3,4]=iPadAir2
iPad6,[3,4]=iPadPro97
iPad6,[7,8]=iPadPro129
iPad6,11=iPad5
iPad6,12=iPad5
iPad7,[1,2]=iPadPro2_129
iPad7,[3,4]=iPadPro105
iPad7,[5,6]=iPad6
iPad7,11=iPad7
iPad7,12=iPad7
iPad8,[1-4]=iPadPro11
iPad8,[5-8]=iPadPro3_129
iPad8,9=iPadPro2_11
iPad8,10=iPadPro2_11
iPad8,11=iPadPro4_129
iPad8,12=iPadPro4_129
iPad11,[1,2]=iPadMini5
iPad11,[3,4]=iPadAir3
iPad11,[6,7]=iPad8
iPad13,[1,2]=iPadAir4
AppleTV5,=AppleTV
AppleTV6,=AppleTV4K
; Below are generic fallbacks for unrecognized devices. Add any specific devices above this section.
iPhone=iPhone12
iPod=iPodTouch7
iPad=iPad8
AppleTV=AppleTV4K
[IOS DeviceProfile]
DeviceType=IOS
BaseProfileName=
; HZB will be slower with tiled, and not needed
+CVars=r.HZBOcclusion=0
; Non need for depth prepass
+CVars=r.EarlyZPass=0
; Needs geometry shader support
+CVars=r.TranslucentLightingVolume=0
; Needs geometry shader support
+CVars=r.AllowPointLightCubemapShadows=0
; Not sure on this one - may need the whole D Buffer stuff going
+CVars=r.Decal.StencilSizeThreshold=-1
+CVars=slate.AbsoluteIndices=1
+CVars=r.MorphTarget.Mode=0
; PF_B8G8R8A8
+CVars=r.DefaultBackBufferPixelFormat=0
; Scalability
+CVars=sg.AntiAliasingQuality=0
+CVars=sg.ShadowQuality=1
+CVars=sg.ViewDistanceQuality=3
+CVars=sg.PostProcessQuality=3
+CVars=sg.TextureQuality=3
+CVars=sg.EffectsQuality=3
+CVars=sg.FoliageQuality=3
; PreviewAllowlistCVars and PreviewDenyListCVars are arrays of cvars that are included or excluded from being applied in mobile preview.
; If any PreviewAllowlistCVars is set, cvars are denied by default.
PreviewAllowlistCVars=None
[iPad2 DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=264
+CVars=r.RenderTargetSwitchWorkaround=1
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPad3 DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=264
+CVars=r.RenderTargetSwitchWorkaround=1
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPad4 DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=264
+CVars=r.RenderTargetSwitchWorkaround=1
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPadAir DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=264
+CVars=sg.PostProcessQuality=1
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPadAir2 DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=264
+CVars=sg.PostProcessQuality=3
+CVars=sg.ShadowQuality=2
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPadMini DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=401
+CVars=r.RenderTargetSwitchWorkaround=1
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPadMini2 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPadAir
+CVars=ios.PhysicalScreenDensity=401
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPadMini3 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPadMini2
+CVars=ios.PhysicalScreenDensity=401
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPadMini4 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPadMini2
+CVars=ios.PhysicalScreenDensity=401
+CVars=sg.PostProcessQuality=2
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPhone5S DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=326
+CVars=r.MobileContentScaleFactor=2
+CVars=sg.PostProcessQuality=3
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPodTouch6 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone6
+CVars=ios.PhysicalScreenDensity=326
+CVars=r.MobileContentScaleFactor=2
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPodTouch7 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone7
+CVars=ios.PhysicalScreenDensity=326
+CVars=r.MobileContentScaleFactor=2
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPhone6 DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=326
+CVars=r.MobileContentScaleFactor=2
+CVars=sg.PostProcessQuality=3
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPhone6Plus DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=401
+CVars=r.MobileContentScaleFactor=2
+CVars=sg.PostProcessQuality=3
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPhone6S DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone6
+CVars=ios.PhysicalScreenDensity=326
+CVars=r.MobileContentScaleFactor=2
+CVars=sg.ShadowQuality=2
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPhone6SPlus DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone6Plus
+CVars=ios.PhysicalScreenDensity=401
+CVars=r.MobileContentScaleFactor=2
+CVars=sg.ShadowQuality=2
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPhoneSE DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=326
+CVars=r.MobileContentScaleFactor=2
+CVars=sg.PostProcessQuality=3
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPhone7 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone6
+CVars=ios.PhysicalScreenDensity=326
+CVars=r.MobileContentScaleFactor=2
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPhone7Plus DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone6Plus
+CVars=ios.PhysicalScreenDensity=401
+CVars=r.MobileContentScaleFactor=2
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPhone8 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone7
+CVars=ios.PhysicalScreenDensity=326
+CVars=sg.ShadowQuality=3
[iPhone8Plus DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone7Plus
+CVars=ios.PhysicalScreenDensity=401
+CVars=sg.ShadowQuality=3
[iPhoneX DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone8
+CVars=ios.PhysicalScreenDensity=401
+CVars=r.CustomUnsafeZones="(L:free[0,-15][812,15]);(P:fixed[83,0][206,30])"
[iPhoneXS DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone8
+CVars=ios.PhysicalScreenDensity=401
+CVars=r.CustomUnsafeZones="(L:free[0,-15][812,15]);(P:fixed[83,0][206,30])"
[iPhoneXSMax DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone8
+CVars=ios.PhysicalScreenDensity=401
+CVars=r.CustomUnsafeZones="(L:free[0,-15][896,15]);(P:fixed[104,0][206,30])"
[iPhoneXR DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone8
+CVars=ios.PhysicalScreenDensity=326
+CVars=r.CustomUnsafeZones="(L:free[0,-15][896,15]);(P:fixed[104,0][206,30])"
[iPhone11 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone8
+CVars=ios.PhysicalScreenDensity=326
+CVars=r.CustomUnsafeZones="(L:free[0,-15][812,15]);(P:fixed[83,0][206,30])"
[iPhone11Pro DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone8
+CVars=ios.PhysicalScreenDensity=401
+CVars=r.CustomUnsafeZones="(L:free[0,-15][812,15]);(P:fixed[83,0][206,30])"
[iPhone11ProMax DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone8
+CVars=ios.PhysicalScreenDensity=401
+CVars=r.CustomUnsafeZones="(L:free[0,-15][812,15]);(P:fixed[83,0][206,30])"
[iPhoneSE2 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone11
+CVars=ios.PhysicalScreenDensity=326
[iPhone12Mini DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone11
+CVars=ios.PhysicalScreenDensity=476
[iPhone12 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone11
+CVars=ios.PhysicalScreenDensity=460
[iPhone12Pro DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone11Pro
+CVars=ios.PhysicalScreenDensity=460
[iPhone12ProMax DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone11ProMax
+CVars=ios.PhysicalScreenDensity=458
[iPadPro DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=264
+CVars=r.MobileContentScaleFactor=1.5
+CVars=g.TimeoutForBlockOnRenderFence=3000000
+CVars=r.Decal.StencilSizeThreshold=0.1
+CVars=r.MetalComputeParameterSize=1024
+CVars=r.EarlyZPass=3
+CVars=sg.ShadowQuality=3
+CVars=sg.PostProcessQuality=3
+CVars=sg.AntiAliasingQuality=3
[AppleTV DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=0
+CVars=sg.PostProcessQuality=3
+CVars=sg.ShadowQuality=3
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[AppleTV4K DeviceProfile]
DeviceType=IOS
BaseProfileName=AppleTV
+CVars=ios.PhysicalScreenDensity=0
[iPadPro97 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadPro129 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadPro105 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadPro11 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadPro2_11 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPad5 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro97
+CVars=ios.PhysicalScreenDensity=264
[iPad6 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro97
+CVars=ios.PhysicalScreenDensity=264
[iPad7 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro97
+CVars=ios.PhysicalScreenDensity=264
[iPad8 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro97
+CVars=ios.PhysicalScreenDensity=264
[iPadPro2_129 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadPro3_129 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadPro4_129 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadAir3 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadAir4 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadMini5 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=401
;----------------
; Android devices
; These rules are checked in turn and stop at the profile that matches all criteria
[/Script/AndroidDeviceProfileSelector.AndroidDeviceProfileMatchingRules]
MatchProfile=(Profile="Android_Adreno4xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 4[0-9][0-9]")))
+MatchProfile=(Profile="Android_Adreno5xx_Low_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 5[0-1][0-9]"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="10"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Adreno5xx_Low",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 5[0-1][0-9]")))
+MatchProfile=(Profile="Android_Adreno5xx_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 5[0-9][0-9]"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="10"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Adreno5xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 5[0-9][0-9]")))
; Example profiles for Vulkan SM5
;+MatchProfile=(Profile="Android_Vulkan_SM5",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 6[0-9][0-9]"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="9"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
;+MatchProfile=(Profile="Android_Vulkan_SM5_Mali",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G7[67]"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Adreno6xx_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 6[0-9][0-9]"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="9"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Adreno6xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 6[0-9][0-9]")))
; Enable Vulkan on any unknown Adreno running Android 10 or later
+MatchProfile=(Profile="Android_Unknown_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="10"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Mali_T6xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-T6")))
+MatchProfile=(Profile="Android_Mali_T7xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-T7")))
+MatchProfile=(Profile="Android_Mali_T8xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-T8")))
+MatchProfile=(Profile="Android_Mali_G71",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G71($| )")))
+MatchProfile=(Profile="Android_Mali_G72_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G72"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="9"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Mali_G72",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G72")))
+MatchProfile=(Profile="Android_Mali_G76_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G76"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Mali_G76",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G76")))
+MatchProfile=(Profile="Android_Mali_G77_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G77"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Mali_G77",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G77")))
+MatchProfile=(Profile="Android_Mali_G78_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G78"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Mali_G78",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G78")))
+MatchProfile=(Profile="Android_Mali_G710_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G710"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Mali_G710",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G710")))
; Enable Vulkan on any unknown Mali running Android 10 or later
+MatchProfile=(Profile="Android_Unknown_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="10"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_PowerVR_G6xxx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue G6[0-9]+")))
+MatchProfile=(Profile="Android_PowerVR_GT7xxx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue GT7[0-9]+")))
+MatchProfile=(Profile="Android_PowerVR_GE8xxx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue GE8[0-9]+")))
+MatchProfile=(Profile="Android_PowerVR_GM9xxx_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue GM9[0-9]+"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_PowerVR_GM9xxx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue GM9[0-9]+")))
+MatchProfile=(Profile="Android_TegraK1",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Equal,MatchString="NVIDIA Tegra"),(SourceType=SRC_GlVersion,CompareType=CMP_Regex,MatchString="^OpenGL ES 3\\.")))
; Android_Default is the profile of last resort
[Android DeviceProfile]
DeviceType=Android
BaseProfileName=
+CVars=r.MobileContentScaleFactor=1.0
+CVars=slate.AbsoluteIndices=1
+CVars=r.Vulkan.DelayAcquireBackBuffer=2
+CVars=r.Vulkan.RobustBufferAccess=1
+CVars=r.Vulkan.DescriptorSetLayoutMode=2
; Don't enable Vulkan by default. Specific device profiles can set this cvar to 0 to enable Vulkan.
+CVars=r.Android.DisableVulkanSupport=1
+CVars=r.Android.DisableVulkanSM5Support=1
; PF_B8G8R8A8
+CVars=r.DefaultBackBufferPixelFormat=0
; PreviewAllowlistCVars and PreviewDenyListCVars are arrays of cvars that are included or excluded from being applied in mobile preview.
; If any PreviewAllowlistCVars is set, cvars are denied by default.
PreviewAllowlistCVars=None
[Android_Low DeviceProfile]
DeviceType=Android
BaseProfileName=Android
+CVars=r.MobileContentScaleFactor=0.8
; Scalability groups, see AndroidScalability.ini
+CVars=sg.ViewDistanceQuality=0
+CVars=sg.AntiAliasingQuality=0
+CVars=sg.ShadowQuality=0
+CVars=sg.PostProcessQuality=0
+CVars=sg.TextureQuality=0
+CVars=sg.EffectsQuality=0
+CVars=sg.FoliageQuality=0
[Android_Mid DeviceProfile]
DeviceType=Android
BaseProfileName=Android
+CVars=r.MobileContentScaleFactor=1.0
+CVars=sg.ViewDistanceQuality=1
+CVars=sg.AntiAliasingQuality=1
+CVars=sg.ShadowQuality=1
+CVars=sg.PostProcessQuality=1
+CVars=sg.TextureQuality=1
+CVars=sg.EffectsQuality=1
+CVars=sg.FoliageQuality=1
[Android_High DeviceProfile]
DeviceType=Android
BaseProfileName=Android
+CVars=sg.ViewDistanceQuality=2
+CVars=sg.AntiAliasingQuality=2
+CVars=sg.ShadowQuality=2
+CVars=sg.PostProcessQuality=2
+CVars=sg.TextureQuality=2
+CVars=sg.EffectsQuality=2
+CVars=sg.FoliageQuality=2
+CVars=r.MobileContentScaleFactor=1.0
; Example base settings for Vulkan SM5 on Android
[Android_Vulkan_SM5 DeviceProfile]
DeviceType=Android
BaseProfileName=Android
+CVars=sg.ViewDistanceQuality=2
+CVars=sg.AntiAliasingQuality=1
+CVars=sg.ShadowQuality=2
+CVars=sg.PostProcessQuality=2
+CVars=sg.TextureQuality=2
+CVars=sg.EffectsQuality=2
+CVars=sg.FoliageQuality=2
+CVars=sg.ShadingQuality=2
+CVars=r.BloomQuality=2
+CVars=r.LightShaftQuality=1
; Shadows
+CVars=r.Shadow.MaxResolution=2048
+CVars=r.Shadow.MaxCSMResolution=2048
+CVars=r.Shadow.WholeSceneShadowCacheMb=40
+CVars=r.Shadow.CachedShadowsCastFromMovablePrimitives=0
+CVars=r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=1
+CVars=r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=1
+CVars=r.Shadow.DistanceScale=1.0
+CVars=r.Shadow.CSM.MaxCascades=2
+CVars=r.ShadowQuality=2
+CVars=r.Shadow.CSMShadowDistanceFadeoutMultiplier=2.5
+CVars=r.SSS.Quality=0
+CVars=r.SSS.Scale=0
+CVars=r.SSR.Quality=0
+CVars=r.VirtualTextures=1
+CVars=r.Android.DisableVulkanSM5Support=0
+CVars=r.Android.DisableVulkanSupport=0
[Android_Vulkan_SM5_Mali DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Vulkan_SM5
+CVars=r.Vulkan.DepthStencilForceStorageBit=1
[Android_Default DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
;----------------
; Adreno devices, Adreno 4xx and above are supported
[Android_Adreno4xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Low
[Android_Adreno5xx_Low DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Low
[Android_Adreno5xx_Low_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Adreno5xx_Low
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
[Android_Adreno5xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
[Android_Adreno5xx_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Adreno5xx
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
[Android_Adreno6xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Adreno6xx_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Adreno6xx
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
;----------------
; PowerVR devices
; some PowerVR G6xxx devices are known to have problems with ES 3.1 on UE4
[Android_PowerVR_G6xxx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Low
[Android_PowerVR_GT7xxx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
[Android_PowerVR_GE8xxx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
[Android_PowerVR_GM9xxx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_PowerVR_GM9xxx_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_PowerVR_GM9xxx
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
;----------------
; Mali devices, we support from Mali-T6xx and above
[Android_Mali_T6xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Low
+CVars=r.Android.MaliMidgardIndexingBug=1
[Android_Mali_T7xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Low
+CVars=r.Android.MaliMidgardIndexingBug=1
[Android_Mali_T8xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
+CVars=r.Android.MaliMidgardIndexingBug=1
; using early_fragment_tests in a fragment shader does not work correctly on this device
+CVars=r.Android.DisableEarlyFragmentTests=1
[Android_Mali_G71 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
[Android_Mali_G72 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Mali_G72_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mali_G72
; enable Vulkan on Android 9 and up, older versions crash on creating PSO with a compute shader that uses texel_buffer (eye adaptation)
+CVars=r.Android.DisableVulkanSupport=0
[Android_Mali_G76 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Mali_G76_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mali_G76
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
[Android_Mali_G77 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Mali_G77_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mali_G77
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
[Android_Mali_G78 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Mali_G78_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mali_G78
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
[Android_Mali_G710 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Mali_G710_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mali_G710
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
[Android_TegraK1 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Unknown_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
[Lumin DeviceProfile]
DeviceType=Lumin
BaseProfileName=
+CVars=r.defaultfeature.postprocessing=0
+CVars=r.Lumin.OverrideExternalTextureSupport=4
+CVars=r.Vulkan.DelayAcquireBackBuffer=1
+CVars=vr.DebugCanvasInLayer=1
+CVars=r.Vulkan.RHIThread=1
+CVars=Slate.EnableFastWidgetPath=0
+CVars=r.DisjointTimerQueries=0
+CVars=r.MobileContentScaleFactor=1
+CVars=r.BloomQuality=0
+CVars=r.DepthOfFieldQuality=0
+CVars=r.LightShaftQuality=0
+CVars=r.RefractionQuality=0
+CVars=r.ShadowQuality=2
+CVars=r.PostProcessAAQuality=0
+CVars=r.Mobile.ForceDepthResolve=1
[LuminClient DeviceProfile]
DeviceType=Lumin
BaseProfileName=Lumin
[Lumin_Desktop DeviceProfile]
DeviceType=Lumin
BaseProfileName=Lumin
+CVars=r.BloomQuality=1
+CVars=r.LightShaftQuality=1
+CVars=r.RefractionQuality=1
+CVars=r.MobileContentScaleFactor=1.0
; Disable Screen Space Reflection
+CVars=r.SSR.Quality=0
; Disable Screen Space Ambient Occlusion
+CVars=r.AmbientOcclusionLevels=0
; Disable Reflection Environment
+CVars=r.ReflectionEnvironment=0
; Disable MotionBlur
+CVars=r.MotionBlurQuality=0
; Disable Light Propagation Volume
+CVars=r.LPV.Intensity=0
; Disable HZB
+CVars=r.HZBOcclusion=0
+CVars=r.AllowOcclusionQueries=0
[Mac DeviceProfile]
DeviceType=Mac
BaseProfileName=
+CVars=r.Shaders.ZeroInitialise=1
+CVars=r.Shaders.BoundsChecking=1
[MacClient DeviceProfile]
DeviceType=Mac
BaseProfileName=Mac
[MacNoEditor DeviceProfile]
DeviceType=Mac
BaseProfileName=Mac
[MacServer DeviceProfile]
DeviceType=Mac
BaseProfileName=Mac
[Linux DeviceProfile]
DeviceType=Linux
BaseProfileName=
MeshLODSettings=
TextureLODSettings=
[LinuxNoEditor DeviceProfile]
DeviceType=Linux
BaseProfileName=Linux
MeshLODSettings=
TextureLODSettings=
+CVars=r.RHICmdBypass=0
[LinuxAArch64NoEditor DeviceProfile]
DeviceType=Linux
BaseProfileName=Linux
MeshLODSettings=
TextureLODSettings=
+CVars=r.RHICmdBypass=0
[LinuxClient DeviceProfile]
DeviceType=Linux
BaseProfileName=Linux
+CVars=r.RHICmdBypass=0
[LinuxAArch64Client DeviceProfile]
DeviceType=Linux
BaseProfileName=Linux
+CVars=r.RHICmdBypass=0
[LinuxServer DeviceProfile]
DeviceType=Linux
BaseProfileName=Linux
MeshLODSettings=
TextureLODSettings=
[LinuxAArch64Server DeviceProfile]
DeviceType=Linux
BaseProfileName=Linux
MeshLODSettings=
TextureLODSettings=
[HoloLens DeviceProfile]
DeviceType=HoloLens
BaseProfileName=WindowsNoEditor
+CVars=r.D3D11.Depth24Bit=1
+CVars=r.D3D12.Depth24Bit=1

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[/Script/UnrealEd.UnrealEdKeyBindings]
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="J",CommandName="Matinee_PlayReverse")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="K",CommandName="Matinee_Stop")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="L",CommandName="Matinee_PlayForward")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="SpaceBar",CommandName="Matinee_TogglePlayPause")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Delete",CommandName="Matinee_DeleteSelection")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Add",CommandName="Matinee_ZoomIn")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Subtract",CommandName="Matinee_ZoomOut")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Equals",CommandName="Matinee_ZoomInAlt")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Underscore",CommandName="Matinee_ZoomOutAlt")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="Z",CommandName="Matinee_Undo")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="Y",CommandName="Matinee_Redo")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="I",CommandName="Matinee_MarkInSection")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="O",CommandName="Matinee_MarkOutSection")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Right",CommandName="Matinee_IncrementPosition")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Left",CommandName="Matinee_DecrementPosition")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=True,Key="Right",CommandName="Matinee_MoveToNextKey")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=True,Key="Left",CommandName="Matinee_MoveToPrevKey")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="R",CommandName="Matinee_SplitAnimKey")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="S",CommandName="Matinee_ToggleSnap")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Up",CommandName="Matinee_MoveActiveUp")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Down",CommandName="Matinee_MoveActiveDown")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Enter",CommandName="Matinee_AddKey")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="W",CommandName="Matinee_DuplicateSelectedKeys")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="I",CommandName="Matinee_CropAnimationBeginning")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="O",CommandName="Matinee_CropAnimationEnd")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="C",CommandName="Matinee_Copy")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="X",CommandName="Matinee_Cut")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="V",CommandName="Matinee_Paste")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="A",CommandName="Matinee_ViewFitSequence")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="F",CommandName="Matinee_ViewFitToSelected")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=True,Key="A",CommandName="Matinee_ViewFitLoop")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="A",CommandName="Matinee_ViewFitLoopSequence")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="E",CommandName="Matinee_ViewEndOfTrack")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="one",CommandName="Matinee_ChangeKeyInterpModeAUTO")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="two",CommandName="Matinee_ChangeKeyInterpModeUSER")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="three",CommandName="Matinee_ChangeKeyInterpModeBREAK")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="four",CommandName="Matinee_ChangeKeyInterpModeLINEAR")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="five",CommandName="Matinee_ChangeKeyInterpModeCONSTANT")
; --- Curve Editor Bindings
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="one",CommandName="CurveEditor_ChangeInterpModeAUTO")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="two",CommandName="CurveEditor_ChangeInterpModeUSER")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="three",CommandName="CurveEditor_ChangeInterpModeBREAK")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="four",CommandName="CurveEditor_ChangeInterpModeLINEAR")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="five",CommandName="CurveEditor_ChangeInterpModeCONSTANT")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="A",CommandName="CurveEditor_FitViewToAll")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=True,Key="A",CommandName="CurveEditor_FitViewHorizontally")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="A",CommandName="CurveEditor_FitViewVertically")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="F",CommandName="CurveEditor_FitViewToSelected")
[UserDefinedGestures]
Content=~OpenBracket~\r\n~CloseBracket~

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@ -0,0 +1,936 @@
; -------------------------------------------------------------------------------------------------
; IMPORTANT: EditorPerProjectUserSettings.ini has special behavior!
;
; This .ini file contains the defaults for many editor and engine "preferences". These preferences
; are saved to an EditorPerProjectUserSettings.ini file in the user's /<Game>/Saved/Config/ directory.
;
; If you change the default for a preference in here, that change will *NOT* automatically
; propagate to users who already have saved preferences. The idea is that we must preserve
; their existing settings and never want to clobber entries in that file.
;
; If you add a new preference, the new key and value *WILL* be propagated to the user's
; EditorPerProjectUserSettings.ini file. After we load the user's existing settings, we'll merge in
; any missing keys and values that are present in these defaults.
;
; One easy technique for forcing a "reset" of an already-existing preference is to simply
; rename the variable for that preference. The config system will treat it as a newly-added
; key and will propagate the change to existing users' preferences.
; -------------------------------------------------------------------------------------------------
[/Script/UnrealEd.EditorPerProjectUserSettings]
bEnableOutputLogWordWrap=False
bEnableOutputLogClearOnPIE=False
; True if WASD keys should be remapped to flight controls while the right mouse button is held down
AllowFlightCameraToRemapKeys=True
;If this is true, the user will not be asked to fully load a package before saving or before creating a new object
bSuppressFullyLoadPrompt=True
; True if user should be allowed to select translucent objects in perspective viewports
; NOTE: The reason we default this to true, even though it can be annoying, is that it can be a frustrating experience for new users to not be able to select a translucent object of interest, until they at least learn about this feature.
bAllowSelectTranslucent=True
; True if we should move actors to their appropriate grid volume levels immediately after most operations
bUpdateActorsInGridLevelsImmediately=False
; True if the memory/size data is displayed in the slate level browser
bDisplayMemorySizeDataInLevelBrowser=False
; True if we should automatically reimport animset assets when a change to source content is detected
bAutoReimportAnimSets=False
; Property Matrix
PropertyMatrix_NumberOfPasteOperationsBeforeWarning=20
; Blueprint Editor SCS Editor settings
bSCSEditorShowGrid=true
; Import
bKeepFbxNamespace=False
bShowImportDialogAtReimport=False
; Export
bKeepAttachHierarchy=true
; UAT
bGetAttentionOnUATCompletion=True
; Misc
HoverHighlightIntensity=0.000000
bDisplayUIExtensionPoints=False
bUseCurvesForDistributions=False
bAutoloadCheckedOutPackages=False
bAutomaticallyHotReloadNewClasses=True
bDisplayEngineVersionInBadge=False
[/Script/UnrealEd.FbxExportOption]
FbxExportCompatibility=FBX_2013
bASCII=false
bForceFrontXAxis=false
LevelOfDetail=True
bExportMorphTargets=True
Collision=True
VertexColor=true
MapSkeletalMotionToRoot=False
[/Script/EditorStyle.EditorStyleSettings]
; Whether to enable the Editor UI Layout configuration tools for the user
bEnableUserEditorLayoutManagement=True
; Applies a color vision deficiency filter to the entire editor
ColorVisionDeficiencyPreviewType=NormalVision
ColorVisionDeficiencySeverity=3
SelectionColor=(R=0.728f,G=0.364f,B=0.003f,A=1.000000)
PressedSelectionColor=(R=0.701f,G=0.225f,B=0.003f,A=1.000000)
InactiveSelectionColor=(R=0.25f,G=0.25f,B=0.25f,A=1.000000)
SelectorColor=(R=0.701f,G=0.225f,B=0.003f,A=1.000000)
LogBackgroundColor=(R=0.015996,G=0.015996,B=0.015996,A=1.000000)
LogSelectionBackgroundColor=(R=0.132868,G=0.132868,B=0.132868,A=1.000000)
LogNormalColor=(R=0.72,G=0.72,B=0.72,A=1.000000)
LogCommandColor=(R=0.033105,G=0.723055,B=0.033105,A=1.000000)
LogWarningColor=(R=0.921875,G=0.691406,B=0.000000,A=1.000000)
LogErrorColor=(R=1.000000,G=0.052083,B=0.060957,A=1.000000)
LogFontSize=9
; If true, all toolbars will use small icons without labels
bUseSmallToolBarIcons=False
; Enables animated transitions for certain menus and pop-up windows. Note that animations may be automatically disabled at low frame rates in order to improve responsiveness.
bEnableWindowAnimations=False
;If true, Variables names in the script editor are displayed in a sanitized format
bShowFriendlyNames=True
;If true, the Editor Preferences and Project Settings menu entries in the main menu will be expanded with sub-menus for each settings section
bExpandConfigurationMenus=False
bShowProjectMenus=True
bShowLaunchMenus=True
bShowAllAdvancedDetails=False
; When Playing or Simulating, shows all properties (even non-visible and non-editable properties), if the object belongs to a simulating world. This is useful for debugging.
bShowHiddenPropertiesWhilePlaying=False
[/Script/Levels.LevelBrowserSettings]
; True if the actor count is displayed in the slate level browser
bDisplayActorCount=True
bDisplayLightmassSize=False
bDisplayFileSize=False
; True if Level Paths are displayed in the slate level browser
bDisplayPaths=False
bDisplayEditorOffset=False
[/Script/SceneOutliner.SceneOutlinerSettings]
; True when the Scene Outliner is hiding temporary/run-time Actors
bHideTemporaryActors=False
; True when the Scene Outliner is showing only Actors that exist in the current level
bShowOnlyActorsInCurrentLevel=False
; Scene Outliner Settings
bShowOnlySelectedActors=False
[/Script/UnrealEd.ClassViewerSettings]
; Whether or not to display the hidden classes
DisplayInternalClasses=False
; How to filter the developer folder classes
DeveloperFolderType=CVDT_CurrentUser
[/Script/UnrealEd.SkeletalMeshEditorSettings]
; Persona viewport default settings
AnimPreviewFloorColor=(B=6,G=24,R=43,A=255)
AnimPreviewSkyColor=(B=250,G=196,R=178,A=255)
AnimPreviewSkyBrightness=0.250000
AnimPreviewLightBrightness=1.000000
AnimPreviewLightingDirection=(Pitch=320.000000,Yaw=290.000000,Roll=0.000000)
AnimPreviewDirectionalColor=(B=253,G=253,R=253,A=255)
[/Script/UnrealEd.EditorExperimentalSettings]
; Epic Labs
bWorldBrowser=False
bBreakOnExceptions=False
bToolbarCustomization=False
bBehaviorTreeEditor=False
bEnableFindAndReplaceReferences=False
bExampleLayersAndBlends=True
bEnableOneFilePerActor=False
[/Script/UnrealEd.EditorLoadingSavingSettings]
; True if we should automatically load a default level at start up
LoadLevelAtStartup=ProjectDefault
; True if we should automatically reimport textures when a change to source content is detected
bAutoReimportTextures=False
bAutoReimportCSV=False
; Whether to mark blueprints dirty if they are automatically migrated during loads
bDirtyMigratedBlueprints=False
; Whether to automatically save after a time interval
bAutoSaveEnable=True
; Whether to automatically save maps during an autosave
bAutoSaveMaps=True
; Whether to automatically save content packages during an autosave
bAutoSaveContent=True
; The time interval after which to save
AutoSaveTimeMinutes=10
; The minimum number of seconds to wait after the last user interactions (with the editor) before auto-save can trigger.
AutoSaveInteractionDelayInSeconds=15
; The number of seconds warning before an autosave
AutoSaveWarningInSeconds=10
; Add the game directory by default
+AutoReimportDirectorySettings=(SourceDirectory="/Game/",MountPoint=,Wildcards=((Wildcard="Localization/*")))
; Whether to automatically prompt for SCC checkout on asset modification
bPromptForCheckoutOnAssetModification=True
; Source control
bSCCAutoAddNewFiles=True
; Tool to use for diffing text
TextDiffToolPath=(FilePath="p4merge.exe")
[/Script/UnrealEd.LevelEditorMiscSettings]
; Auto apply lighting after it has been built
bAutoApplyLightingEnable=true
; If true, BSP will auto-update
bBSPAutoUpdate=True
; If true, the Pivot Offset for BSP will automatically move to stay centered on its vertices
bAutoMoveBSPPivotOffset=False
; If true, Navigation will auto-update
bNavigationAutoUpdate=True
; If true, Replaces respects the scale of the original actor. If false, Replace sets the scale to 1.0
bReplaceRespectsScale=True
; If false, references are not checked on delete.
bCheckReferencesOnDelete=True
; If true audio will continue to play when the editor does not have focus
bAllowBackgroundAudio=False
; If true audio will be enabled in the editor. Does not affect PIE
bEnableRealTimeAudio=False
; Volume level for the editor
EditorVolumeLevel=1.0
; Enables audio feedback for certain operations in Unreal Editor, such as entering and exiting Play mode
bEnableEditorSounds=True
; The default level streaming class to use when adding new streaming levels
DefaultLevelStreamingClass=Class'/Script/Engine.LevelStreamingKismet'
[/Script/UnrealEd.LevelEditorPlaySettings]
PlayFromHerePlayerStartClassName=/Script/Engine.PlayerStartPIE
EnableGameSound=True
NewWindowWidth=1280
NewWindowHeight=720
CenterNewWindow=False
StandaloneWindowWidth=1280
StandaloneWindowHeight=720
CenterStandaloneWindow=True
ShowMouseControlLabel=True
AutoRecompileBlueprints=True
ShouldMinimizeEditorOnVRPIE=True
; True if Play In Editor should only load currently-visible levels in PIE
bOnlyLoadVisibleLevelsInPIE=False
LastExecutedPlayModeLocation=PlayLocation_DefaultPlayerStart
LastExecutedPlayModeType=PlayMode_InViewPort
LastExecutedLaunchModeType=LaunchMode_OnDevice
LastExecutedLaunchPlatform=
; common screen resolutions for laptops
+LaptopScreenResolutions=(Description="Apple MacBook Air 11",Width=1366,Height=768,AspectRatio="16:9",bCanSwapAspectRatio=true)
+LaptopScreenResolutions=(Description="Apple MacBook Air 13\"",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=true)
+LaptopScreenResolutions=(Description="Apple MacBook Pro 13\"",Width=1280,Height=800,AspectRatio="16:10",bCanSwapAspectRatio=true)
+LaptopScreenResolutions=(Description="Apple MacBook Pro 13\" (Retina)",Width=2560,Height=1600,AspectRatio="16:10",bCanSwapAspectRatio=true)
+LaptopScreenResolutions=(Description="Apple MacBook Pro 15\"",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=true)
+LaptopScreenResolutions=(Description="Apple MacBook Pro 15\" (Retina)",Width=2880,Height=1800,AspectRatio="16:10",bCanSwapAspectRatio=true)
+LaptopScreenResolutions=(Description="Generic 14-15.6\" Notebook",Width=1366,Height=768,AspectRatio="16:9",bCanSwapAspectRatio=true)
; common screen resolutions for desktop monitors
+MonitorScreenResolutions=(Description="19\" monitor",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=true)
+MonitorScreenResolutions=(Description="20\" monitor",Width=1600,Height=900,AspectRatio="16:9",bCanSwapAspectRatio=true)
+MonitorScreenResolutions=(Description="22\" monitor",Width=1680,Height=1050,AspectRatio="16:10",bCanSwapAspectRatio=true)
+MonitorScreenResolutions=(Description="21.5-24\" monitor",Width=1920,Height=1080,AspectRatio="16:9",bCanSwapAspectRatio=true)
+MonitorScreenResolutions=(Description="27\" monitor",Width=2560,Height=1440,AspectRatio="16:9",bCanSwapAspectRatio=true)
; common screen resolutions for mobile phones
+PhoneScreenResolutions=(Description="Apple iPhone 5S",Width=320,Height=568,AspectRatio="~16:9",bCanSwapAspectRatio=true,ProfileName="iPhone5S")
+PhoneScreenResolutions=(Description="Apple iPhone 6",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone6")
+PhoneScreenResolutions=(Description="Apple iPhone 6+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone6Plus")
+PhoneScreenResolutions=(Description="Apple iPhone 6S",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone6S")
+PhoneScreenResolutions=(Description="Apple iPhone 6S+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone6SPlus")
+PhoneScreenResolutions=(Description="Apple iPhone 7",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone7")
+PhoneScreenResolutions=(Description="Apple iPhone 7+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone7Plus")
+PhoneScreenResolutions=(Description="Apple iPhone 8",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone8")
+PhoneScreenResolutions=(Description="Apple iPhone 8+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone8Plus")
+PhoneScreenResolutions=(Description="Apple iPhone X",Width=375,Height=812,AspectRatio="19.5:9",bCanSwapAspectRatio=true,ProfileName="iPhoneX")
+PhoneScreenResolutions=(Description="Apple iPhone XS",Width=375,Height=812,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhoneXS")
+PhoneScreenResolutions=(Description="Apple iPhone XS Max",Width=414,Height=896,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhoneXSMax")
+PhoneScreenResolutions=(Description="Apple iPhone XR",Width=414,Height=896,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhoneXR")
+PhoneScreenResolutions=(Description="HTC One",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_High")
+PhoneScreenResolutions=(Description="Samsung Galaxy S4",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Low")
+PhoneScreenResolutions=(Description="Samsung Galaxy S6",Width=1440,Height=2560,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mali_T7xx")
+PhoneScreenResolutions=(Description="Samsung Galaxy S7",Width=1440,Height=2560,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_High")
+PhoneScreenResolutions=(Description="Samsung Galaxy S8 (Mali)",Width=1080,Height=2220,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_Mali_G71")
+PhoneScreenResolutions=(Description="Samsung Galaxy S8 (Adreno)",Width=1080,Height=2220,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_Adreno5xx")
+PhoneScreenResolutions=(Description="Samsung Galaxy S9 (Mali)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_High")
+PhoneScreenResolutions=(Description="Samsung Galaxy S9 (Adreno)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_High")
+PhoneScreenResolutions=(Description="Samsung Galaxy Note 9 (Mali)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_High")
+PhoneScreenResolutions=(Description="Samsung Galaxy S10 (Adreno)",Width=1440,Height=3040,AspectRatio="19:9",bCanSwapAspectRatio=true,ProfileName="Android_Adreno6xx")
+PhoneScreenResolutions=(Description="Samsung Galaxy S10 (Mali)",Width=1440,Height=3040,AspectRatio="19:9",bCanSwapAspectRatio=true,ProfileName="Android_Mali_G76")
+PhoneScreenResolutions=(Description="Samsung Galaxy S10e (Adreno)",Width=1080,Height=2280,AspectRatio="19:9",bCanSwapAspectRatio=true,ProfileName="Android_Adreno6xx")
+PhoneScreenResolutions=(Description="Samsung Galaxy S10e (Mali)",Width=1080,Height=2280,AspectRatio="19:9",bCanSwapAspectRatio=true,ProfileName="Android_Mali_G76")
+PhoneScreenResolutions=(Description="Google Pixel",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid")
+PhoneScreenResolutions=(Description="Google Pixel XL",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid")
+PhoneScreenResolutions=(Description="Google Pixel 2",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid")
+PhoneScreenResolutions=(Description="Google Pixel 2 XL",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid")
+PhoneScreenResolutions=(Description="Google Pixel 3",Width=1080,Height=2160,AspectRatio="18:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid")
+PhoneScreenResolutions=(Description="Google Pixel 3 XL",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid")
+PhoneScreenResolutions=(Description="Razer Phone",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid")
; common screen resolutions for tablet devices
+TabletScreenResolutions=(Description="iPad Pro 12.9-inch (3rd gen.)",Width=1024,Height=1366,AspectRatio="~3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro3_129")
+TabletScreenResolutions=(Description="iPad Pro 12.9-inch (2nd gen.)",Width=1024,Height=1366,AspectRatio="~3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro2_129")
+TabletScreenResolutions=(Description="iPad Pro 11-inch",Width=834,Height=1194,AspectRatio="5:7",bCanSwapAspectRatio=true,ProfileName="iPadPro11")
+TabletScreenResolutions=(Description="iPad Pro 10.5-inch",Width=834,Height=1112,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro105")
+TabletScreenResolutions=(Description="iPad Pro 12.9-inch",Width=1024,Height=1366,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro129")
+TabletScreenResolutions=(Description="iPad Pro 9.7-inch",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro97")
+TabletScreenResolutions=(Description="iPad (6th gen.)",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPad6")
+TabletScreenResolutions=(Description="iPad (5th gen.)",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPad5")
+TabletScreenResolutions=(Description="iPad Air 3",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadAir3")
+TabletScreenResolutions=(Description="iPad Air 2",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadAir2")
+TabletScreenResolutions=(Description="iPad Mini 5",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadMini5")
+TabletScreenResolutions=(Description="iPad Mini 4",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadMini4")
+TabletScreenResolutions=(Description="LG G Pad X 8.0",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=true)
+TabletScreenResolutions=(Description="Asus Zenpad 3s 10",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=true)
+TabletScreenResolutions=(Description="Huawei MediaPad M3",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=true)
+TabletScreenResolutions=(Description="Microsoft Surface RT",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=true)
+TabletScreenResolutions=(Description="Microsoft Surface Pro",Width=1080,Height=1920,AspectRatio="9:16",bCanSwapAspectRatio=true)
; common screen resolutions for television sets
+TelevisionScreenResolutions=(Description="720p (HDTV, Blu-ray)",Width=1280,Height=720,AspectRatio="16:9",bCanSwapAspectRatio=true)
+TelevisionScreenResolutions=(Description="1080i, 1080p (HDTV, Blu-ray)",Width=1920,Height=1080,AspectRatio="16:9",bCanSwapAspectRatio=true)
+TelevisionScreenResolutions=(Description="4K Ultra HD",Width=3840,Height=2160,AspectRatio="16:9",bCanSwapAspectRatio=true)
+TelevisionScreenResolutions=(Description="4K Digital Cinema",Width=4096,Height=2160,AspectRatio="1.90:1",bCanSwapAspectRatio=true)
[/Script/UnrealEd.LevelEditorViewportSettings]
; Use WASD flight camera controls by default
FlightCameraControlType=WASD_RMBOnly
; Ignore Ctrl key by default in the landscape/foliage editors
LandscapeEditorControlType=IgnoreCtrl
FoliageEditorControlType=IgnoreCtrl
; If true, moves the canvas and shows the mouse. If false, uses original camera movement
bPanMovesCanvas=True
; If true, zooms centering on the mouse position. If false, the zoom is around the center of the viewport
bCenterZoomAroundCursor=True
bAllowTranslateRotateZWidget=False
; If true, Clicking a BSP selects the brush and ctrl+shift+click selects the surface. If false, vice versa
bClickBSPSelectsBrush=True
;Mouse speed when dragging in viewport
CameraSpeed=4
;Scalar applied to perspective camera movement to increase movement range
CameraSpeedScalar=1.0f
;Mouse speed when using middle mouse scroll in viewport
MouseScrollCameraSpeed=5
MouseSensitivty=.2f
bInvertMouseLookYAxis=False
bInvertOrbitYAxis=False
bInvertMiddleMousePan=False
bInvertRightMouseDollyYAxis=False
; Whether to use mouse position as direct widget position
bUseAbsoluteTranslation=True
bLevelStreamingVolumePrevis=False
bUseUE3OrbitControls=False
bUseDistanceScaledCameraSpeed=False
bOrbitCameraAroundSelection=False
;Scroll gesture direction
ScrollGestureDirectionFor3DViewports=UseSystemSetting
ScrollGestureDirectionForOrthoViewports=UseSystemSetting
bUsePowerOf2SnapSize=False
; Enables joystick-based camera movement in 3D level editing viewports
bLevelEditorJoystickControls=True
.DecimalGridSizes=1
.DecimalGridSizes=5
.DecimalGridSizes=10
.DecimalGridSizes=50
.DecimalGridSizes=100
.DecimalGridSizes=500
.DecimalGridSizes=1000
.DecimalGridSizes=5000
.DecimalGridSizes=10000
.DecimalGridIntervals=10.000000
.DecimalGridIntervals=5.000000
.DecimalGridIntervals=10.000000
.DecimalGridIntervals=5.000000
.DecimalGridIntervals=10.000000
.DecimalGridIntervals=5.000000
.DecimalGridIntervals=10.000000
.DecimalGridIntervals=5.000000
.DecimalGridIntervals=10.000000
.Pow2GridSizes=1
.Pow2GridSizes=2
.Pow2GridSizes=4
.Pow2GridSizes=8
.Pow2GridSizes=16
.Pow2GridSizes=32
.Pow2GridSizes=64
.Pow2GridSizes=128
.Pow2GridSizes=256
.Pow2GridSizes=512
.Pow2GridSizes=1024
.Pow2GridSizes=2048
.Pow2GridSizes=4096
.Pow2GridSizes=8192
.Pow2GridIntervals=8
.CommonRotGridSizes=5
.CommonRotGridSizes=10
.CommonRotGridSizes=15
.CommonRotGridSizes=30
.CommonRotGridSizes=45
.CommonRotGridSizes=60
.CommonRotGridSizes=90
.CommonRotGridSizes=120
.DivisionsOf360RotGridSizes=2.8125
.DivisionsOf360RotGridSizes=5.625
.DivisionsOf360RotGridSizes=11.25
.DivisionsOf360RotGridSizes=22.5
.ScalingGridSizes=10
.ScalingGridSizes=1
.ScalingGridSizes=0.5
.ScalingGridSizes=0.25
.ScalingGridSizes=0.125
.ScalingGridSizes=0.0625
.ScalingGridSizes=0.03125
GridEnabled=True
RotGridEnabled=True
SnapScaleEnabled=True
bSnapNewObjectsToFloor=True
; If enabled, use the old-style multiplicative/percentage scaling method instead of the new additive/fraction method
bUsePercentageBasedScaling=False
; If true actor snap will be enabled in the editor
bEnableActorSnap=False
; Actor snap scale for the editor
ActorSnapScale=1.0
; Actor snap distance setting for the editor
ActorSnapDistance=100.0
bSnapVertices=False
SnapDistance=10.000000
CurrentPosGridSize=2
CurrentRotGridSize=1
CurrentScalingGridSize=3
CurrentRotGridMode=GridMode_Common
;default to maintaining fov along y-axis
AspectRatioAxisConstraint=AspectRatio_MaintainXFOV
; Enables real-time hover feedback when mousing over objects in editor viewports
bEnableViewportHoverFeedback=False
; If enabled, selected objects will be highlighted with brackets in all modes rather than a special highlight color.
bHighlightWithBrackets=False
; If true all orthographic viewports are linked to the same position and move together
bUseLinkedOrthographicViewports=True
; If true, objects must be entirely encompassed by the selection box in ortho. viewports to be selected
bStrictBoxSelection=False
; True if viewport box selection also selects occluded objects, false if only objects with visible pixels are selected
bTransparentBoxSelection=False
; If enabled, selected objects will have an outline around them
bUseSelectionOutline=True
; Sets the intensity of the overlay displayed when an object is selected (defaults to be 0 so you can see the material of selected objects)
SelectionHighlightIntensity=0.0
; Sets the intensity of the overlay displayed when a BSP surface is selected (defaults to be 0 so you can see the material of selected objects)
BSPSelectionHighlightIntensity=0.2
; Enables the editor perspective camera to be dropped at the last PlayInViewport cam position
bEnableViewportCameraToUpdateFromPIV=True
; When enabled, selecting a camera actor will display a live 'picture in picture' preview from the camera's perspective within the current editor viewport. This can be used to easily tweak camera positioning, post-processing and other settings without having to possess the camera itself. This feature may reduce application performance when enabled. */
bPreviewSelectedCameras=True
; Affects the size of 'picture in picture' previews if they are enabled
CameraPreviewSize=5.0
; This distance is used to place actors which are dropped on nothing in the viewport
BackgroundDropDistance=768
; When enabled, simple stats that are enabled in level viewports are preserved between editor sessions
bSaveSimpleStats=False
[ColorPickerUI]
bAdvancedSectionExpanded=False
bSRGBEnabled=True
bWheelMode=True
[Undo]
; Size of Undo buffer in MB. Bigger number allows more Undo history especially when working with Landscape
UndoBufferSize=32
[PropertySettings]
ShowFriendlyPropertyNames=True
ExpandDistributions=false
[MRU]
[/Script/UnrealEd.MaterialEditorOptions]
bShowGrid=True
bShowBackground=False
bHideUnusedConnectors=False
bRealtimeMaterialViewport=True
bRealtimeExpressionViewport=False
bAlwaysRefreshAllPreviews=False
bLivePreviewUpdate=True
[UnEdViewport]
InterpEdPanInvert=False
[FEditorModeTools]
ShowWidget=True
CoordSystem=0
UseAbsoluteTranslation=True
AllowTranslateRotateZWidget=False
[LightingBuildOptions]
OnlyBuildSelectedActors=false
OnlyBuildCurrentLevel=false
OnlyBuildChanged=false
BuildBSP=true
BuildActors=true
QualityLevel=0
NumUnusedLocalCores=1
ShowLightingBuildInfo=false
[MatineeCreateMovieOptions]
CloseEditor=false
CaptureResolutionIndex = 0;
CaptureResolutionFPS = 30;
CaptureTypeIndex = 0;
Compress=false
CinematicMode=true
DisableMovement=true
DisableTurning=true
HidePlayer=true
DisableInput=true
HideHUD=true
[Matinee]
Hide3DTracks=false
ZoomToScrubPos=false
ShowCurveEd=false
[/Script/UnrealEd.PhysicsAssetEditorOptions]
AngularSnap=15.0
LinearSnap=2.0
bDrawContacts=false
FloorGap=25.0
GravScale=1.0
bPromptOnBoneDelete=true
PokeStrength=100.0
bShowNamesInHierarchy=true
PokePauseTime=0.5
PokeBlendTime=0.5
ConstraintDrawSize=1.0
bShowConstraintsAsPoints=false
[/Script/UnrealEd.CurveEdOptions]
MinViewRange=0.01
MaxViewRange=1000000.0
BackgroundColor=(R=0.23529412,G=0.23529412,B=0.23529412,A=1.0)
LabelColor=(R=0.4,G=0.4,B=0.4,A=1.0)
SelectedLabelColor=(R=0.6,G=0.4,B=0.1, A=1.0)
GridColor=(R=0.35,G=0.35,B=0.35,A=1.0)
GridTextColor=(R=0.78431373,G=0.78431373,B=0.78431373,A=1.0)
LabelBlockBkgColor=(R=0.25,G=0.25,B=0.25,A=1.0)
SelectedKeyColor=(R=1.0,G=1.0,B=0.0,A=1.0)
[/Script/UnrealEd.PersonaOptions]
bShowGrid=False
bHighlightOrigin=True
bShowSky=True
bShowFloor=True
GridSize=25
ViewModeType=2
ViewportBackgroundColor=(R=0.04,G=0.04,B=0.04)
ViewFOV=53.43
ShowMeshStats=1
[UnrealEd.UIEditorOptions]
WindowPosition=(X=256,Y=256,Width=1024,Height=768)
ViewportSashPosition=824
PropertyWindowSashPosition=568
ViewportGutterSize=0
VirtualSizeX=0
VirtualSizeY=0
bRenderViewportOutline=true
bRenderContainerOutline=true
bRenderSelectionOutline=true
bRenderSelectionHandles=true
bRenderPerWidgetSelectionOutline=true
GridSize=8
bSnapToGrid=true
mViewDrawGrid=true
bShowDockHandles=true
[/Script/UnrealEd.CascadeOptions]
bShowModuleDump=false
BackgroundColor=(B=25,G=20,R=20,A=0)
bUseSubMenus=true
bUseSpaceBarReset=false
bUseSpaceBarResetInLevel=true
Empty_Background=(B=25,G=20,R=20,A=0)
Emitter_Background=(B=25,G=20,R=20,A=0)
Emitter_Unselected=(B=0,G=100,R=255,A=0)
Emitter_Selected=(B=180,G=180,R=180,A=0)
ModuleColor_General_Unselected=(B=49,G=40,R=40,A=0)
ModuleColor_General_Selected=(B=0,G=100,R=255,A=0)
ModuleColor_TypeData_Unselected=(B=20,G=20,R=15,A=0)
ModuleColor_TypeData_Selected=(B=0,G=100,R=255,A=0)
ModuleColor_Beam_Unselected=(R=160,G=150,B=235)
ModuleColor_Beam_Selected=(R=255,G=100,B=0)
ModuleColor_Trail_Unselected=(R=130,G=235,B=170)
ModuleColor_Trail_Selected=(R=255,G=100,B=0)
ModuleColor_Spawn_Unselected=(R=200,G=100,B=100)
ModuleColor_Spawn_Selected=(R=255,G=50,B=50)
ModuleColor_Light_Unselected=(B=49,G=40,R=90)
ModuleColor_Light_Selected=(B=0,G=100,R=255)
ModuleColor_SubUV_Unselected=(B=49,G=90,R=40)
ModuleColor_SubUV_Selected=(B=100,G=200,R=50)
ModuleColor_Required_Unselected=(R=200,G=200,B=100)
ModuleColor_Required_Selected=(R=255,G=225,B=50)
ModuleColor_Event_Unselected=(R=64,G=64,B=255)
ModuleColor_Event_Selected=(R=0,G=0,B=255)
bShowGrid=false
GridColor_Hi=(R=0,G=100,B=255)
GridColor_Low=(R=0,G=100,B=255)
GridPerspectiveSize=1024
ShowPPFlags=0
bUseSlimCascadeDraw=true
SlimCascadeDrawHeight=24
bCenterCascadeModuleText=true
Cascade_MouseMoveThreshold=4
MotionModeRadius=150.0
[ContentBrowserFilter]
FavoriteTypes_1=Animation Sequence;Material Instances (Constant);Materials;Particle Systems;Skeletal Meshes;Sound Cues;Static Meshes;Textures;Blueprint
[FAutoPackageBackup]
Enabled=False
MaxAllowedSpaceInMB=250
BackupIntervalInMinutes=5
[/Script/UnrealEd.FbxImportUI]
bOverrideFullName=True
bCreatePhysicsAsset=True
bAutoComputeLodDistances=True
LodDistance0=0.0
LodDistance1=0.0
LodDistance2=0.0
LodDistance3=0.0
LodDistance4=0.0
LodDistance5=0.0
LodDistance6=0.0
LodDistance7=0.0
MinimumLodNumber=0
LodNumber=0
bImportAnimations=False
bImportMaterials=True
bImportTextures=True
[/Script/UnrealEd.FbxAssetImportData]
ImportTranslation=(X=0.0,Y=0.0,Z=0.0)
ImportRotation=(Pitch=0.0,Yaw=0.0,Roll=0.0)
ImportUniformScale=1.0
bConvertScene=True
bForceFrontXAxis=False
bConvertSceneUnit=False
[/Script/UnrealEd.FbxMeshImportData]
bTransformVertexToAbsolute=True
bBakePivotInVertex=False
bReorderMaterialToFbxOrder=True
bImportMeshLODs=False
NormalImportMethod=FBXNIM_ComputeNormals
NormalGenerationMethod=EFBXNormalGenerationMethod::MikkTSpace
bComputeWeightedNormals=True
[/Script/UnrealEd.FbxStaticMeshImportData]
StaticMeshLODGroup=""
VertexColorImportOption=EVertexColorImportOption::Ignore
VertexOverrideColor=(R=255,G=255,B=255,A=255)
bRemoveDegenerates=True
bBuildAdjacencyBuffer=True
bBuildReversedIndexBuffer=True
bGenerateLightmapUVs=True
bOneConvexHullPerUCX=True
bAutoGenerateCollision=True
bCombineMeshes=False
; Override of the base class default value
NormalImportMethod=FBXNIM_ImportNormals
[/Script/UnrealEd.FbxSkeletalMeshImportData]
VertexColorImportOption=EVertexColorImportOption::Replace
VertexOverrideColor=(R=0,G=0,B=0,A=0)
bUpdateSkeletonReferencePose=False
bUseT0AsRefPose=False
bPreserveSmoothingGroups=True
bImportMeshesInBoneHierarchy=True
bImportMorphTargets=False
ThresholdPosition=0.00002
ThresholdTangentNormal=0.00002
ThresholdUV=0.0009765625
MorphThresholdPosition=0.015
[/Script/UnrealEd.FbxAnimSequenceImportData]
bImportMeshesInBoneHierarchy=True
AnimationLength=FBXALIT_ExportedTime
FrameImportRange=(Min=0, Max=0)
bUseDefaultSampleRate=False
CustomSampleRate=0
bImportCustomAttribute=True
bDeleteExistingCustomAttributeCurves=False
bImportBoneTracks=True
bSetMaterialDriveParameterOnCustomAttribute=False
bRemoveRedundantKeys=True
bDeleteExistingMorphTargetCurves=False
bDoNotImportCurveWithZero=True
bPreserveLocalTransform=False
[/Script/UnrealEd.FbxTextureImportData]
bInvertNormalMaps=False
MaterialSearchLocation=EMaterialSearchLocation::Local
BaseMaterialName=""
BaseColorName=""
BaseDiffuseTextureName=""
BaseNormalTextureName=""
BaseEmissiveColorName=""
BaseEmmisiveTextureName=""
BaseSpecularTextureName=""
BaseOpacityTextureName=""
[SoundSettings]
ChirpSoundClasses=Dialog DialogMedium DialogLoud DialogDeafening
BatchProcessMatureNodeSoundClasses=Dialog Chatter
[EditorPreviewMesh]
; Preview static meshes used in the editor.
PreviewMeshNames="/Engine/EditorMeshes/ColorCalibrator/SM_ColorCalibrator.SM_ColorCalibrator"
[EditorLayout]
SlateMainFrameLayout=""
[LandscapeEdit]
ToolStrength=0.300000
WeightTargetValue=1.000000
bUseWeightTargetValue=False
BrushRadius=2048.000000
BrushComponentSize=1
BrushFalloff=0.500000
bUseClayBrush=False
AlphaBrushScale=0.500000
AlphaBrushRotation=0.000000
AlphaBrushPanU=0.500000
AlphaBrushPanV=0.500000
AlphaTextureName=/Engine/EditorLandscapeResources/DefaultAlphaTexture.DefaultAlphaTexture
AlphaTextureChannel=0
FlattenMode=0
bUseSlopeFlatten=False
bPickValuePerApply=False
ErodeThresh=64
ErodeIterationNum=28
ErodeSurfaceThickness=256
ErosionNoiseMode=2
ErosionNoiseScale=60.000000
RainAmount=128
SedimentCapacity=0.300000
HErodeIterationNum=28
RainDistMode=0
RainDistScale=60.000000
HErosionDetailScale=0.010000
bHErosionDetailSmooth=True
NoiseMode=0
NoiseScale=128.000000
SmoothFilterKernelScale=1.000000
DetailScale=0.300000
bDetailSmooth=False
MaximumValueRadius=10000.000000
bSmoothGizmoBrush=True
PasteMode=0
ConvertMode=0
bApplyToAllTargets=True
[FoliageEdit]
Radius=512.000000
PaintDensity=0.500000
UnpaintDensity=0.000000
bFilterLandscape=True
bFilterStaticMesh=True
bFilterBSP=True
bFilterTranslucent=False
[MeshPaintEdit]
DefaultBrushRadius=128
[BlueprintSpawnNodes]
; Comment box is bound to C, but that is handled differently due to it needing to work without clicking
+Node=(Class=Actor:ReceiveBeginPlay Key=P Shift=false Ctrl=false Alt=false)
+Node=(Class="Do N" Key=N Shift=false Ctrl=false Alt=false)
+Node=(Class=KismetSystemLibrary:Delay Key=D Shift=false Ctrl=false Alt=false)
+Node=(Class=K2Node_IfThenElse Key=B Shift=false Ctrl=false Alt=false)
+Node=(Class=K2Node_ExecutionSequence Key=S Shift=false Ctrl=false Alt=false)
+Node=(Class=Gate Key=G Shift=false Ctrl=false Alt=false)
+Node=(Class=K2Node_MultiGate Key=M Shift=false Ctrl=false Alt=false)
+Node=(Class=ForEachLoop Key=F Shift=false Ctrl=false Alt=false)
+Node=(Class=DoOnce Key=O Shift=false Ctrl=false Alt=false)
+Node=(Class=KismetArrayLibrary:Array_Get Key=A Shift=false Ctrl=false Alt=false)
[DefaultEventNodes]
+Node=(TargetClass=Actor TargetEvent="ReceiveBeginPlay")
+Node=(TargetClass=Actor TargetEvent="ReceiveActorBeginOverlap")
+Node=(TargetClass=Actor TargetEvent="ReceiveTick")
+Node=(TargetClass=ActorComponent TargetEvent="ReceiveBeginPlay")
+Node=(TargetClass=ActorComponent TargetEvent="ReceiveTick")
+Node=(TargetClass=GameplayAbility TargetEvent="K2_ActivateAbility")
+Node=(TargetClass=GameplayAbility TargetEvent="K2_OnEndAbility")
+Node=(TargetClass=UserWidget TargetEvent="PreConstruct")
+Node=(TargetClass=UserWidget TargetEvent="Construct")
+Node=(TargetClass=UserWidget TargetEvent="Tick")
+Node=(TargetClass=AnimInstance TargetEvent="BlueprintUpdateAnimation")
+Node=(TargetClass=FunctionalTest TargetEvent="ReceivePrepareTest")
+Node=(TargetClass=FunctionalTest TargetEvent="ReceiveStartTest")
+Node=(TargetClass=FunctionalTest TargetEvent="ReceiveTick")
+Node=(TargetClass=UserDefinedCaptureProtocol TargetEvent="OnPreTick")
+Node=(TargetClass=UserDefinedCaptureProtocol TargetEvent="OnTick")
+Node=(TargetClass=UserDefinedCaptureProtocol TargetEvent="OnStartCapture")
+Node=(TargetClass=UserDefinedCaptureProtocol TargetEvent="OnCaptureFrame")
+Node=(TargetClass=UserDefinedCaptureProtocol TargetEvent="OnBeginFinalize")
+Node=(TargetClass=UserDefinedCaptureProtocol TargetEvent="OnFinalize")
[MaterialEditorSpawnNodes]
+Node=(Class=MaterialExpressionAdd Key=A Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionBumpOffset Key=B Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionDivide Key=D Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionPower Key=E Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionMaterialFunctionCall Key=F Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionIf Key=I Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionLinearInterpolate Key=L Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionMultiply Key=M Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionNormalize Key=N Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionOneMinus Key=O Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionPanner Key=P Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionReflectionVectorWS Key=R Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionScalarParameter Key=S Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionTextureSample Key=T Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionTextureCoordinate Key=U Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionVectorParameter Key=V Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionConstant Key=One Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionConstant2Vector Key=Two Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionConstant3Vector Key=Three Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionConstant4Vector Key=Four Shift=false Ctrl=false Alt=false)
[WidgetTemplatesExpanded]
Common=True
[DetailCustomWidgetExpansion]
LandscapeEditorObject=LandscapeEditorObject.Target Layers.TargetLayers
[LevelSequenceEditor SequencerSettings]
bShowRangeSlider=true
bKeepPlayRangeInSectionBounds=false
ZeroPadFrames=4
bInfiniteKeyAreas=true
bAutoSetTrackDefaults=true
FrameNumberDisplayFormat=Frames
[TemplateSequenceEditor SequencerSettings]
bShowRangeSlider=true
bKeepPlayRangeInSectionBounds=false
ZeroPadFrames=4
bInfiniteKeyAreas=true
bAutoSetTrackDefaults=true
FrameNumberDisplayFormat=Frames
[TakeRecorderSequenceEditor SequencerSettings]
bShowRangeSlider=true
bKeepPlayRangeInSectionBounds=false
ZeroPadFrames=4
bInfiniteKeyAreas=true
bAutoSetTrackDefaults=true
FrameNumberDisplayFormat=NonDropFrameTimecode
bAutoScrollEnabled=true
[EmbeddedActorSequenceEditor SequencerSettings]
bShowRangeSlider=true
bKeepPlayRangeInSectionBounds=false
ZeroPadFrames=4
bInfiniteKeyAreas=true
bAutoSetTrackDefaults=true
bCompileDirectorOnEvaluate=false
[NiagaraSequenceEditor SequencerSettings]
bAutoScrollEnabled=true
bKeepPlayRangeInSectionBounds=false
bKeepCursorInPlayRange=false
bShowRangeSlider=true
LoopMode=SLM_Loop
bCleanPlaybackMode=false
[/Script/LevelSequenceEditor.LevelSequenceEditorSettings]
+TrackSettings=(MatchingActorClass=/Script/Engine.StaticMeshActor,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTrack))
+TrackSettings=(MatchingActorClass=/Script/Engine.SkeletalMeshActor,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTrack,/Script/MovieSceneTracks.MovieSceneSkeletalAnimationTrack))
+TrackSettings=(MatchingActorClass=/Script/Engine.CameraActor,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTrack),DefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="FieldOfView")))
+TrackSettings=(MatchingActorClass=/Script/CinematicCamera.CineCameraActor,DefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="CurrentFocalLength"),(ComponentPath="CameraComponent",PropertyPath="FocusSettings.ManualFocusDistance"),(ComponentPath="CameraComponent",PropertyPath="CurrentAperture")),ExcludeDefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="FieldOfView")))
+TrackSettings=(MatchingActorClass=/Script/Engine.Light,DefaultTracks=(None),DefaultPropertyTracks=((ComponentPath="LightComponent0",PropertyPath="Intensity"),(ComponentPath="LightComponent0",PropertyPath="LightColor")))
[/Script/LevelSequenceEditor.TakeRecorderEditorSettings]
+TrackSettings=(MatchingActorClass=/Script/Engine.StaticMeshActor,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTrack))
+TrackSettings=(MatchingActorClass=/Script/Engine.SkeletalMeshActor,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTrack,/Script/MovieSceneTracks.MovieSceneSkeletalAnimationTrack))
+TrackSettings=(MatchingActorClass=/Script/Engine.CameraActor,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTrack),DefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="FieldOfView")))
+TrackSettings=(MatchingActorClass=/Script/CinematicCamera.CineCameraActor,DefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="CurrentFocalLength"),(ComponentPath="CameraComponent",PropertyPath="FocusSettings.ManualFocusDistance"),(ComponentPath="CameraComponent",PropertyPath="CurrentAperture")),ExcludeDefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="FieldOfView")))
+TrackSettings=(MatchingActorClass=/Script/Engine.Light,DefaultTracks=(None),DefaultPropertyTracks=((ComponentPath="LightComponent0",PropertyPath="Intensity"),(ComponentPath="LightComponent0",PropertyPath="LightColor")))
[/Script/MovieSceneTools.MovieSceneToolsProjectSettings]
+FbxSettings=(FbxPropertyName="FieldOfView", PropertyPath=(ComponentName="CameraComponent",PropertyName="FieldOfView"))
+FbxSettings=(FbxPropertyName="FocalLength", PropertyPath=(ComponentName="CameraComponent",PropertyName="CurrentFocalLength"))
+FbxSettings=(FbxPropertyName="FocusDistance", PropertyPath=(ComponentName="CameraComponent",PropertyName="FocusSettings.ManualFocusDistance"))
[/Script/SpeedTreeImporter.SpeedTreeImportData]
TreeScale=30.48
ImportGeometryType=IGT_3D
LODType=ILT_PaintedFoliage
IncludeCollision=false
MakeMaterialsCheck=false
IncludeNormalMapCheck=false
IncludeDetailMapCheck=false
IncludeSpecularMapCheck=false
IncludeBranchSeamSmoothing=false
IncludeSpeedTreeAO=false
IncludeColorAdjustment=false
IncludeVertexProcessingCheck=false
IncludeWindCheck=false
IncludeSmoothLODCheck=false
[/Script/MeshPaint.MeshPaintSettings]
VertexPreviewSize=6
[/Script/UndoHistory.UndoHistorySettings]
bShowTransactionDetails=false
[/Script/WindowsMixedRealityRuntimeSettings.WindowsMixedRealityRuntimeSettings]
RemoteHoloLensIP=
MaxBitrate=4000

View file

@ -0,0 +1,99 @@
; This file (along with BaseEditor.ini) defines the default engine settings for editor functionality that are not user-specific
; These settings are overridden by a project's DefaultEditorSettings.ini file, per-user editor setting defaults are in *EditorPerProjectUserSettings.ini
; Most of these options are modifiable from Project Settings in the editor, and are not available in a packaged build
[Internationalization]
ShouldUseLocalizedNumericInput=True
ShouldUseLocalizedPropertyNames=True
ShouldUseLocalizedNodeAndPinNames=True
[/Script/UnrealEd.EditorSettings]
bCopyStarterContentPreference = true
[/Script/UnrealEd.CrashReportsPrivacySettings]
bSendUnattendedBugReports=True
[/Script/UnrealEd.AnalyticsPrivacySettings]
bSendUsageData=True
[/Script/NewsFeed.NewsFeedSettings]
CdnSourceUrl="http://cdn.unrealengine.com/newsfeed/[[Culture]]/index.json"
LocalSourcePath="Editor/NewsFeed/[[Culture]]/"
Source=NEWSFEED_Cdn
MaxItemsToShow=10
ShowOnlyUnreadItems=True
[/Script/UnrealEd.ContentBrowserSettings]
; The number of objects to load at once in the Content Browser before displaying a warning about loading many assets
NumObjectsToLoadBeforeWarning=20
; Whether to render thumbnails for loaded assets in real-time in the Content Browser
RealTimeThumbnails=True
; Whether to display folders in the asset view of the content browser. Note that this implies 'Show Only Assets in Selected Folders'.
DisplayFolders=True
; Whether to display empty folders in the asset view of the content browser.
DisplayEmptyFolders=True
; Whether to display the engine folders in the assets view of the content browser. Note that this implies 'Display Folders'.
DisplayEngineFolder=False
; Whether to display the developers folder in the path or assets view of the content browser
DisplayDevelopersFolder=False
; Whether to display the collections view in the Content Browser
DisplayCollections=False
; Whether to display the C++ folders in the Content Browser
DisplayCppFolders=True
; Whether to display the game project plugins in the Content Browser
DisplayPluginFolder=True
; The number of objects to keep in the Content Browser Recently Opened filter
NumObjectsInRecentList = 20
; Whether to consider an asset's class name when searching by text
IncludeClassNames=True
; Whether to include all parts of an asset's path when searching by text
IncludeAssetPaths=False
; Whether to include collection names when searching by text
IncludeCollectionNames=True
[/Script/IntroTutorials.EditorTutorialSettings]
+Categories=(Identifier="Basics",Title=NSLOCTEXT("TutorialCategories","BasicsTitle","Basics"),Description=NSLOCTEXT("TutorialCategories","BasicsDescription","Getting started with Unreal Engine 4."),Icon="PlayWorld.RepeatLastPlay",Texture=None,SortOrder=100)
+Categories=(Identifier="Blueprints",Title=NSLOCTEXT("TutorialCategories","BlueprintsTitle","Blueprints"),Description=NSLOCTEXT("TutorialCategories","BlueprintsDescription","Tutorials covering the creation and usage of Blueprints."),Icon="FullBlueprintEditor.EditGlobalOptions",Texture=/Engine/Tutorial/BlueprintTutorials/TutorialAssets/Blueprint_64x.Blueprint_64x,SortOrder=200)
+Categories=(Identifier="Editors",Title=NSLOCTEXT("TutorialCategories","EditorsTitle","Editors"),Description=NSLOCTEXT("TutorialCategories","EditorsDescription","Tutorials covering the various sub editors of Unreal Engine 4."),Icon=,Texture=/Engine/Tutorial/SubEditors/TutorialAssets/icon_Editor_Preferences_General_40x.icon_Editor_Preferences_General_40x,SortOrder=225)
+Categories=(Identifier="Code",Title=NSLOCTEXT("TutorialCategories","CodeTitle","Code"),Description=NSLOCTEXT("TutorialCategories","CodeDescription","Write C++ code for use in Unreal Engine 4."),Icon="PlayWorld.RepeatLastPlay",Texture=None,SortOrder=250)
+Categories=(Identifier="Animation",Title=NSLOCTEXT("TutorialCategories","AnimationTitle","Animation"),Description=NSLOCTEXT("TutorialCategories","AnimationDescription","Tutorials covering the animation system in Unreal Engine 4."),Icon=,Texture=/Engine/Tutorial/SubEditors/TutorialAssets/icon_ShowSkeletalMeshes_40x.icon_ShowSkeletalMeshes_40x,SortOrder=600)
+Categories=(Identifier="Landscape",Title=NSLOCTEXT("TutorialCategories","LandscapeTitle","Landscape"),Description=NSLOCTEXT("TutorialCategories","LandscapeDescription","Tutorials covering the Unreal Editor 4 terrain editor: Landscape."),Icon="LevelEditor.LandscapeMode",Texture=/Engine/Tutorial/Landscape/TutorialAssets/Landscape.Landscape,SortOrder=700)
+Categories=(Identifier="Foliage",Title=NSLOCTEXT("TutorialCategories","FoliageTitle","Foliage"),Description=NSLOCTEXT("TutorialCategories","FoliageDescription","Tutorials covering the Unreal Engine 4 Foliage tool."),Icon="LevelEditor.FoliageMode",Texture=/Engine/Tutorial/Foliage/TutorialAssets/Foliage.Foliage,SortOrder=800)
+Categories=(Identifier="Mobile",Title=NSLOCTEXT("TutorialCategories","MobileTitle","Mobile"),Description=NSLOCTEXT("TutorialCategories","MobileDescription","Mobile Tutorials."),Icon="MaterialEditor.TogglePlatformStats",Texture=None,SortOrder=900)
+StartupTutorial=/Engine/Tutorial/Basics/LevelEditorAttract.LevelEditorAttract_C
+TutorialContexts=(Context="StaticMeshEditor",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/SubEditors/StaticMeshEditorTutorial.StaticMeshEditorTutorial_C)
+TutorialContexts=(Context="LevelEditor",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/Basics/LevelEditorOverview.LevelEditorOverview_C)
+TutorialContexts=(Context="BlueprintEditor",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/BlueprintTutorials/BlueprintEditorTutorial.BlueprintEditorTutorial_C)
+TutorialContexts=(Context="BlueprintEditor.MacroLibrary",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/BlueprintTutorials/BlueprintMacroLibrariesEditorOverview.BlueprintMacroLibrariesEditorOverview_C)
+TutorialContexts=(Context="BlueprintEditor.Interface",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/BlueprintTutorials/BlueprintInterfacesEditorOverview.BlueprintInterfacesEditorOverview_C)
+TutorialContexts=(Context="BlueprintEditor.LevelScript",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/BlueprintTutorials/LevelBlueprintEditorOverview.LevelBlueprintEditorOverview_C)
+TutorialContexts=(Context="MaterialEditor",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/SubEditors/MaterialEditorTutorial.MaterialEditorTutorial_C)
+TutorialContexts=(Context="Cascade",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/SubEditors/ParticleSystemEditorTutorial.ParticleSystemEditorTutorial_C)
+TutorialContexts=(Context="Persona",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/SubEditors/PersonaAnimEditorWalkThrough.PersonaAnimEditorWalkthrough_C)
+TutorialContexts=(Context="LandscapeMode",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/Landscape/Landscape_Manage_Mode.Landscape_Manage_Mode_C)
+TutorialContexts=(Context="FoliageMode",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/Foliage/Foliage_Intro_Tutorial.Foliage_Intro_Tutorial_C)
[/Script/VREditor.VRModeSettings]
bEnableAutoVREditMode=False
bAutokeySequences=True
InteractorHand=Right
bShowWorldMovementGrid=True
bShowWorldMovementPostProcess=True
bShowWorldScaleProgressBar=True
bScaleWorldFromFloor = False
bScaleWorldWithDynamicPivot = True
bAllowSimultaneousWorldScalingAndRotation = True
UIBrightness=1.500000
GizmoScale=0.800000
DoubleClickTime=0.250000
TriggerPressedThreshold_Vive=0.330000
TriggerPressedThreshold_Rift=0.500000
InteractorClass=Class'/Script/VREditor.VREditorInteractor'
TeleporterClass=Class'/Script/VREditor.VREditorTeleporter'
[/Script/TakeRecorder.TakeRecorderProjectSettings]
+Settings=(DefaultTracks=((MatchingActorClass=/Script/CinematicCamera.CineCameraActor,DefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="CurrentFocalLength"),(ComponentPath="CameraComponent",PropertyPath="FocusSettings.ManualFocusDistance"),(ComponentPath="CameraComponent",PropertyPath="CurrentAperture"),(ComponentPath="CameraComponent",PropertyPath="FilmbackSettings.SensorWidth"),(ComponentPath="CameraComponent",PropertyPath="FilmbackSettings.SensorHeight")), ExcludePropertyTracks=((ComponentPath="CameraComponent",PropertyPath="FilmbackSettings.SensorAspectRatio"),(ComponentPath="CameraComponent",PropertyPath="AspectRatio"),(ComponentPath="CameraComponent",PropertyPath="FieldOfView"))),(MatchingActorClass=/Script/Engine.Light,DefaultPropertyTracks=((ComponentPath="LightComponent0",PropertyPath="Intensity"),(ComponentPath="LightComponent0",PropertyPath="LightColor")))))
[DefaultTakeMetaData TakeMetaData]
Duration=(SubFrame=0.0)

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; This file defines the default engine settings for runtime game options
; These settings are overridden by a project's DefaultGame.ini file and per-platform overrides
; Most of these options can be set from Project Settings in the editor
[Internationalization]
; To add paths to use for localized game text, use the localization tools or add more lines like: +LocalizationPaths=%GAMEDIR%Content/Localization/SpecificConfiguration
; To map a culture code to a culture implemented in your game, add lines like: +CultureMappings="es-AR;es-419"
; To disable specific cultures (optionally in specific configurations), add lines like: +DisabledCultures="es-419;Shipping"
; To disable specific localization targets, add lines like +DisabledLocalizationTargets=LocalizedPluginName
+LocalizationPaths=%GAMEDIR%Content/Localization/Game
[DefaultPlayer]
Name=Player
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=32000
MaxDynamicBandwidth=7000
MinDynamicBandwidth=4000
MoveRepSize=42.0f
MAXPOSITIONERRORSQUARED=3.0f
MAXNEARZEROVELOCITYSQUARED=9.0f
CLIENTADJUSTUPDATECOST=180.0f
MAXCLIENTUPDATEINTERVAL=0.25f
MaxClientForcedUpdateDuration=1.0f
ServerForcedUpdateHitchThreshold=0.150f
ServerForcedUpdateHitchCooldown=0.100f
MaxMoveDeltaTime=0.125f
MaxClientSmoothingDeltaTime=0.50f
ClientNetSendMoveDeltaTime=0.0166
ClientNetSendMoveDeltaTimeThrottled=0.0222
ClientNetSendMoveDeltaTimeStationary=0.0166
ClientNetSendMoveThrottleAtNetSpeed=10000
ClientNetSendMoveThrottleOverPlayerCount=10
ClientAuthorativePosition=false
ClientErrorUpdateRateLimit=0.0f
bMovementTimeDiscrepancyDetection=false
bMovementTimeDiscrepancyResolution=false
MovementTimeDiscrepancyMaxTimeMargin=0.25f
MovementTimeDiscrepancyMinTimeMargin=-0.25f
MovementTimeDiscrepancyResolutionRate=1.0f
MovementTimeDiscrepancyDriftAllowance=0.0f
bMovementTimeDiscrepancyForceCorrectionsDuringResolution=false
bUseDistanceBasedRelevancy=true
[/Script/Party.Party]
DefaultMaxPartySize=5
[/Script/Party.SocialSettings]
!SocialPlatformDescriptions=ClearArray
+SocialPlatformDescriptions=(Name="AND", PlatformType="MOBILE", CrossplayPool="MOBILE")
+SocialPlatformDescriptions=(Name="IOS", PlatformType="MOBILE", CrossplayPool="MOBILE")
+SocialPlatformDescriptions=(Name="LNX", PlatformType="DESKTOP", CrossplayPool="DESKTOP")
+SocialPlatformDescriptions=(Name="MAC", PlatformType="DESKTOP", CrossplayPool="DESKTOP")
+SocialPlatformDescriptions=(Name="WIN", PlatformType="DESKTOP", CrossplayPool="DESKTOP")
+SocialPlatformDescriptions=(Name="PSN", PlatformType="CONSOLE", OnlineSubsystem="PS4", ExternalAccountType="psn", SessionType="PS4", CrossplayPool="psn")
+SocialPlatformDescriptions=(Name="SWT", PlatformType="CONSOLE", OnlineSubsystem="SWITCH", ExternalAccountType="nintendo", CrossplayPool="nintendo")
+SocialPlatformDescriptions=(Name="XBL", PlatformType="CONSOLE", OnlineSubsystem="LIVE", ExternalAccountType="xbl", SessionType="MPSD", CrossplayPool="xbl")
[/Script/Lobby.LobbyBeaconState]
WaitForPlayersTimeRemaining=20.0
[/Script/Engine.GameSession]
MaxPlayers=16
MaxSpectators=2
MaxSplitscreensPerConnection=4
bRequiresPushToTalk=true
[/Script/EngineSettings.GeneralProjectSettings]
CompanyName=
CompanyDistinguishedName=
CopyrightNotice=Fill out your copyright notice in the Description page of Project Settings.
Description=
LicensingTerms=
PrivacyPolicy=
ProjectName=
ProjectVersion=1.0.0.0
Homepage=
SupportContact=
MinWindowWidth=16
MinWindowHeight=16
[/Script/UnrealEd.ProjectPackagingSettings]
BuildConfiguration=PPBC_Development
FullRebuild=False
UsePakFile=True
bCompressed=True
PakFileCompressionFormats=Oodle
PakFileAdditionalCompressionOptions=-compressionblocksize=256KB
PakFileCompressionMethod=Kraken
PakFileCompressionLevel_Distribution=7
PakFileCompressionLevel_TestShipping=5
PakFileCompressionLevel_DebugDevelopment=3
bForceUseProjectCompressionFormatIgnoreHardwareOverride=False
bGenerateChunks=False
bChunkHardReferencesOnly=False
IncludePrerequisites=True
IncludeCrashReporter=False
InternationalizationPreset=English
+CulturesToStage=en
DefaultCulture=en
bSkipEditorContent=false
bSharedMaterialNativeLibraries=True
bShareMaterialShaderCode=True
bSkipMovies=False
bPakUsesSecondaryOrder=True
+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.icu
+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.brk
+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.res
+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.nrm
+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.cfu
+EarlyDownloaderPakFileFiles=...\Content\Localization\...\*.*
+EarlyDownloaderPakFileFiles=...\Content\Localization\*.*
+EarlyDownloaderPakFileFiles=...\Content\Certificates\...\*.*
+EarlyDownloaderPakFileFiles=...\Content\Certificates\*.*
; have special cased game localization so that it's not required for early pak file
+EarlyDownloaderPakFileFiles=-...\Content\Localization\Game\...\*.*
+EarlyDownloaderPakFileFiles=-...\Content\Localization\Game\*.*
+EarlyDownloaderPakFileFiles=...\Config\...\*.ini
+EarlyDownloaderPakFileFiles=...\Config\*.ini
+EarlyDownloaderPakFileFiles=...\Engine\GlobalShaderCache*.bin
+EarlyDownloaderPakFileFiles=...\Content\ShaderArchive-Global*.ushaderbytecode
+EarlyDownloaderPakFileFiles=...\Content\Slate\*.*
+EarlyDownloaderPakFileFiles=...\Content\Slate\...\*.*
+EarlyDownloaderPakFileFiles=...\*.upluginmanifest
+EarlyDownloaderPakFileFiles=...\*.uproject
+EarlyDownloaderPakFileFiles=...\global_sf*.metalmap
+IniKeyBlacklist=KeyStorePassword
+IniKeyBlacklist=KeyPassword
+IniKeyBlacklist=rsa.privateexp
+IniKeyBlacklist=rsa.modulus
+IniKeyBlacklist=rsa.publicexp
+IniKeyBlacklist=aes.key
+IniKeyBlacklist=SigningPublicExponent
+IniKeyBlacklist=SigningModulus
+IniKeyBlacklist=SigningPrivateExponent
+IniKeyBlacklist=EncryptionKey
+IniKeyBlacklist=IniKeyBlacklist
+IniKeyBlacklist=IniSectionBlacklist
[/Script/Engine.HUD]
DebugDisplay=AI
[/Script/Engine.PlayerController]
InputYawScale=2.5
InputPitchScale=-2.5
InputRollScale=1.0
ForceFeedbackScale=1.0
[/Script/Engine.DebugCameraController]
bShowSelectedInfo=true
[/Script/Engine.WorldSettings]
ChanceOfPhysicsChunkOverride=1.0
bEnableChanceOfPhysicsChunkOverride=false
DefaultAmbientZoneSettings=(bIsWorldSettings=true)
MinUndilatedFrameTime=0.0005 ; 2000 fps
MaxUndilatedFrameTime=0.4 ; 2.5 fps
MinGlobalTimeDilation=0.0001
MaxGlobalTimeDilation=20.0
[/Script/AIModule.AIPerceptionComponent]
HearingRange=768
SightRadius=3000
LoseSightRadius=3500
LoSHearingRange=1500
PeripheralVisionAngle=90
[/Script/AIModule.AISense_Hearing]
SpeedOfSoundSq=0
[/Script/AIModule.AISenseConfig_Hearing]
Implementation=Class'/Script/AIModule.AISense_Hearing'
HearingRange=768
LoSHearingRange=1500
DetectionByAffiliation=(bDetectEnemies=true)
[/Script/AIModule.AISenseConfig_Sight]
Implementation=Class'/Script/AIModule.AISense_Sight'
SightRadius=3000
LoseSightRadius=3500
PeripheralVisionAngleDegrees=90
DetectionByAffiliation=(bDetectEnemies=true)
AutoSuccessRangeFromLastSeenLocation=-1.f
[/Script/AIModule.AISenseConfig_Damage]
Implementation=Class'/Script/AIModule.AISense_Damage'
[/Script/AIModule.EnvQueryManager]
MaxAllowedTestingTime=0.01
bTestQueriesUsingBreadth=true
QueryCountWarningThreshold=0
QueryCountWarningInterval=30.0
[/Script/LiveLink.LiveLinkSettings]
FrameInterpolationProcessor=Class'/Script/LiveLink.LiveLinkBasicFrameInterpolationProcessor'
+DefaultRoleSettings=(Role=Class'/Script/LiveLink.LiveLinkAnimationRole', FrameInterpolationProcessor=Class'/Script/LiveLink.LiveLinkAnimationFrameInterpolationProcessor')
[/Script/Engine.AssetManagerSettings]
@PrimaryAssetTypesToScan=PrimaryAssetType
+PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
+PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
[ShaderPipelineCache.CacheFile]
; Games can configure the shader pipeline cache by adding options described in ShaderPipelineCache.h to DefaultGame.ini
[Staging]
; Games can set options used during the Staging process by adding lines in this section to DefaultGame.ini or platform-specific ini files
; These are examples, the full list is described in DeploymentContext.cs:
; +RemapDirectories=(From="Engine/Platforms/SecretPlatform/SpecificPlugin", To="Engine/Plugins/SpecificPlugin")
; +WhitelistDirectories=GameName/SuspiciousFolderName
; +BlacklistConfigFiles=GameName/Config/EditorOnlySystem.ini
; +WhiitelistConfigFiles=GameName/Config/SuspiciouslyNamedSystem.ini
; +BlacklistLocalizationTargets=Engine

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[Internationalization]
ShouldUseLocalizedNumericInput=True

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;
; Base Driver Blacklist
; =====================
;
; Hardware checks are controlled by the console variable "r.WarnOfBadDrivers". The the console variable options for more information.
;
; What to do when a certain driver or hardware shows problems:
; - If the driver exhibiting the problem is old, add it to the blacklist with "<=". In general it's better to ask users to upgrade.
; - If the driver exhibiting the problem is the latest, add it to the blacklist with ">=". We should not assume the next driver version fixes the problem.
;
; Expectations on QA:
; - QA always tests the latest driver version.
; - When a new driver is released, QA should test it and if it does not introduce bugs the SuggestedDriverVersion should be updated to the latest driver.
; - If the latest driver is blacklisted, it is not removed until QA verifies it is fixed.
; - If driver specific bugs are found, enter them in JIRA so that they can be tracked.
;
; Expectations on Engineering:
; - Bugs on older drivers are added to the blacklist and otherwise ignored.
; - Bugs on the latest driver are added to the blacklist but treated as critical bugs for which we must try to find a workaround. We must also notify the IHV to help if we cannot find the problem.
;
; INI sections:
; [GPU_NVIDIA] [GPU_AMD] [GPU_Intel]
;
; Explanation of the INI entries:
; - "SuggestedDriverVersion": string used to communicate to the user which driver version is appropriate (not used by any code), empty if unknown.
; Can use multiple so we can add per RHI appending ";D3D12" for instance for a specific RHI; having no ';RHI' will return that one if the RHI is not found
; - "Blacklist": array of tests that can be made to mark a driver or a range of them as problematic
; "DriverVersion": to compare against the "unified driver" (see log) version e.g. "123.45.2" "==123.45" "<123.45", comparison operators: == != > < >= <=
; "Reason": string used to document the reason for blacklisting the driver, could be shown to the user
; comment above each blacklist entry: more details about the problem, potential workarounds
;
;-----------------------------------------------------------------------------------------------------------------
[GPU_NVIDIA]
; a newer one is out but has issues (see below)
SuggestedDriverVersion="441.20"
; Seems this driver was not setting uninitialized global variables
; (static, non const) to 0 but leaving them uninitialized.
; Also blacklist future driver versions until QA has verified them to work.
; NOTE: UE-25096 has been fixed and verified by QA.
;+Blacklist=(DriverVersion=">=361.43", Reason="UE-25096 Viewport flashes black and white when moving in the scene on latest NVIDIA drivers")
; To prevent problems with older drivers.
; We might have to adjust that further.
+Blacklist=(DriverVersion="<=347.09", Reason="Crashes with Paragon content using more recent GPU features")
; UE-35288, GPU hangs in 4.13 binary release.
+Blacklist=(DriverVersion="==372.70", Reason="This driver version has many known stability issues")
; UE-58673, GPU memory leak and hitching.
+Blacklist=(DriverVersion="==388.31", Reason="This driver version has known stability issues")
+Blacklist=(DriverVersion="==388.43", Reason="This driver version has known stability issues")
+Blacklist=(DriverVersion="==388.71", Reason="This driver version has known stability issues")
; UE-82937, Mobile GPUs on newer Windows 10 cannot handle swapchain creation
+Blacklist=(DriverVersion="==376.54", Reason="This driver version has many known stability issues")
+Blacklist=(DriverVersion="==382.05", Reason="This driver version has many known stability issues")
+Blacklist=(DriverVersion="==388.57", Reason="This driver version has many known stability issues")
; Driver with known stability issues
+Blacklist=(DriverVersion="==461.40", Reason="This driver version has known stability issues")
;-----------------------------------------------------------------------------------------------------------------
[GPU_AMD]
; From OR-27051 as of 8/4/2016 is 16.300.2311.0 7/18/2016 (Crimson Edition 16.9.2)
SuggestedDriverVersion="19.11.1"
+SuggestedDriverVersion="19.20.1;D3D12"
; From OR-27051
+Blacklist=(DriverVersion="==15.300.1025.1001", Reason="Crashes with Paragon content using more recent GPU features")
; 2017 drivers and older contribute heavily to swapchain creation errors.
+Blacklist=(DriverVersion="<=22.19.662.4", Reason="Older drivers known to cause crashes with integrated laptop graphics on at least R5 and R6")
+Blacklist=(DriverVersion="<=26.20.13031.15006", Reason="Driver crashes creating PSOs", RHI="D3D12")
;-----------------------------------------------------------------------------------------------------------------
[GPU_Intel]
SuggestedDriverVersion=""

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@ -0,0 +1,246 @@
[/Script/Engine.InputSettings]
bEnableMouseSmoothing=true
bEnableFOVScaling=true
FOVScale=0.01111
DoubleClickTime=0.2f
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
bAlwaysShowTouchInterface=false
bShowConsoleOnFourFingerTap=true
bAltEnterTogglesFullscreen=true
bF11TogglesFullscreen=true
bRequireCtrlToNavigateAutoComplete=False
bEnableGestureRecognizer=false
+ConsoleKeys=Tilde
TriggerKeyIsConsideredPressed=0.75
TriggerKeyIsConsideredReleased=0.25
InitialButtonRepeatDelay=0.2
ButtonRepeatDelay=0.1
;-----------------------------------------------------------------------------------------
; Axis properties
;-----------------------------------------------------------------------------------------
+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
+AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
[/Script/Engine.PlayerInput]
; --- General bindings
+DebugExecBindings=(Key=F11,Command="LevelEditor.ToggleImmersive", bIgnoreCtrl=True, bIgnoreAlt=True)
+DebugExecBindings=(Key=F11,Command="MainFrame.ToggleFullscreen",Shift=True)
+DebugExecBindings=(Key=F1,Command="viewmode wireframe", bIgnoreShift=True)
+DebugExecBindings=(Key=F2,Command="viewmode unlit")
+DebugExecBindings=(Key=F3,Command="viewmode lit")
+DebugExecBindings=(Key=F4,Command="viewmode lit_detaillighting")
+DebugExecBindings=(Key=F5,Command="viewmode shadercomplexity")
+DebugExecBindings=(Key=F9,Command="shot showui")
+DebugExecBindings=(Key=Period,Command="RECOMPILESHADERS CHANGED",Control=True,Shift=True)
+DebugExecBindings=(Key=Comma,Command="PROFILEGPU",Control=True,Shift=True)
+DebugExecBindings=(Key=Tab,Command="FocusNextPIEWindow",Control=True)
+DebugExecBindings=(Key=Tab,Command="FocusLastPIEWindow",Control=True,Shift=True)
+DebugExecBindings=(Key=PageDown,Command="PreviousDebugTarget")
+DebugExecBindings=(Key=PageUp,Command="NextDebugTarget")
; Please remove EnableGDT command binding after removing deprecated GameplayDebugger module (we are going to use Gameplay Debugger plugin soon)
+DebugExecBindings=(Key=Apostrophe,Command="EnableGDT")
+DebugExecBindings=(Key=Quote,Command="EnableGDT")
; --- PIE only binding
+DebugExecBindings=(Key=Semicolon,Command="ToggleDebugCamera")
[/Script/Engine.Console]
HistoryBot=-1
[/Script/EngineSettings.ConsoleSettings]
MaxScrollbackSize=1024
+AutoCompleteMapPaths=Content/Maps
+ManualAutoCompleteList=(Command="Exit",Desc="Exits the game")
+ManualAutoCompleteList=(Command="DebugCreatePlayer 1",Desc=)
+ManualAutoCompleteList=(Command="ToggleDrawEvents",Desc="Toggles annotations for shader debugging with Pix, Razor or similar GPU capture tools")
+ManualAutoCompleteList=(Command="Shot",Desc="Make a screenshot")
+ManualAutoCompleteList=(Command="RecompileShaders changed",Desc="Recompile shaders that have any changes on their source files")
+ManualAutoCompleteList=(Command="RecompileShaders global",Desc="Recompile global shaders that have any changes on their source files")
+ManualAutoCompleteList=(Command="RecompileShaders material ",Desc="Recompile shaders for a specific material if it's source files have changed")
+ManualAutoCompleteList=(Command="RecompileShaders all",Desc="Recompile all shaders that have any changes on their source files")
+ManualAutoCompleteList=(Command="DumpMaterialStats",Desc="Dump material information")
+ManualAutoCompleteList=(Command="DumpShaderStats",Desc="Dump shader information")
+ManualAutoCompleteList=(Command="DumpShaderPipelineStats",Desc="Dump shader pipeline information")
+ManualAutoCompleteList=(Command="StartFPSChart",Desc="after that use StopFPSChart")
+ManualAutoCompleteList=(Command="StopFPSChart",Desc="after that look for the output in Saved/Profiling/FPSChartStats")
+ManualAutoCompleteList=(Command="FreezeAt",Desc="Locks the player view and rendering time.")
+ManualAutoCompleteList=(Command="Open",Desc="<MapName> Opens the specified map, doesn't pass previously set options")
+ManualAutoCompleteList=(Command="Travel",Desc="<MapName> Travels to the specified map, passes along previously set options")
+ManualAutoCompleteList=(Command="ServerTravel",Desc="<MapName> Travels to the specified map and brings clients along, passes along previously set options")
+ManualAutoCompleteList=(Command="DisplayAll",Desc="<ClassName> <PropertyName> Display property values for instances of classname")
+ManualAutoCompleteList=(Command="DisplayAllLocation",Desc="<ClassName> Display location for all instances of classname")
+ManualAutoCompleteList=(Command="DisplayAllRotation",Desc="<ClassName> Display rotation for all instances of classname")
+ManualAutoCompleteList=(Command="DisplayClear",Desc="Clears previous DisplayAll entries")
+ManualAutoCompleteList=(Command="FlushPersistentDebugLines",Desc="Clears persistent debug line cache")
+ManualAutoCompleteList=(Command="GetAll ",Desc="<ClassName> <PropertyName> <Name=ObjectInstanceName> <OUTER=ObjectInstanceName> <SHOWDEFAULTS> <SHOWPENDINGKILLS> <DETAILED> Log property values of all instances of classname")
+ManualAutoCompleteList=(Command="GetAllLocation",Desc="<ClassName> Log location for all instances of classname")
+ManualAutoCompleteList=(Command="GetAllRotation",Desc="<ClassName> Log rotation for all instances of classname")
+ManualAutoCompleteList=(Command="Obj List ",Desc="<Class=ClassName> <Type=MetaClass> <Outer=OuterObject> <Package=InsidePackage> <Inside=InsideObject>")
+ManualAutoCompleteList=(Command="Obj ListContentRefs",Desc="<Class=ClassName> <ListClass=ClassName>")
+ManualAutoCompleteList=(Command="Obj Classes",Desc="Shows all classes")
+ManualAutoCompleteList=(Command="Obj Refs",Desc="Name=<ObjectName> Class=<OptionalObjectClass> Lists referencers of the specified object")
+ManualAutoCompleteList=(Command="EditActor",Desc="<Class=ClassName> or <Name=ObjectName> or TRACE")
+ManualAutoCompleteList=(Command="EditDefault",Desc="<Class=ClassName>")
+ManualAutoCompleteList=(Command="EditObject",Desc="<Class=ClassName> or <Name=ObjectName> or <ObjectName>")
+ManualAutoCompleteList=(Command="ReloadCfg ",Desc="<Class/ObjectName> Reloads config variables for the specified object/class")
+ManualAutoCompleteList=(Command="ReloadLoc ",Desc="<Class/ObjectName> Reloads localized variables for the specified object/class")
+ManualAutoCompleteList=(Command="Set ",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname")
+ManualAutoCompleteList=(Command="SetNoPEC",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname without Pre/Post Edit Change notifications")
+ManualAutoCompleteList=(Command="Stat FPS",Desc="Shows FPS counter")
+ManualAutoCompleteList=(Command="Stat UNIT",Desc="Shows hardware unit framerate")
+ManualAutoCompleteList=(Command="Stat DrawCount",Desc="Shows draw counts broken down by category")
+ManualAutoCompleteList=(Command="Stat UnitGraph",Desc="Draws simple unit time graph")
+ManualAutoCompleteList=(Command="Stat NamedEvents",Desc="Stat NamedEvents (Enables named events for external profilers)")
+ManualAutoCompleteList=(Command="Stat StartFile",Desc="Stat StartFile (starts a stats capture, creating a new file in the Profiling directory; stop with stat StopFile to close the file)")
+ManualAutoCompleteList=(Command="Stat StopFile",Desc="Stat StopFile (finishes a stats capture started by stat StartFile)")
+ManualAutoCompleteList=(Command="Stat CPULoad",Desc="Stat CPULoad (Shows CPU Utilization)")
+ManualAutoCompleteList=(Command="Stat DUMPHITCHES",Desc="executes dumpstats on hitches - see log")
+ManualAutoCompleteList=(Command="Stat D3D11RHI",Desc="Shows Direct3D 11 stats")
+ManualAutoCompleteList=(Command="Stat LEVELS",Desc="Displays level streaming info")
+ManualAutoCompleteList=(Command="Stat GAME",Desc="Displays game performance stats")
+ManualAutoCompleteList=(Command="Stat MEMORY",Desc="Displays memory stats")
+ManualAutoCompleteList=(Command="Stat PHYSICS",Desc="Displays physics performance stats")
+ManualAutoCompleteList=(Command="Stat STREAMING",Desc="Displays basic texture streaming stats")
+ManualAutoCompleteList=(Command="Stat STREAMINGDETAILS",Desc="Displays detailed texture streaming stats")
+ManualAutoCompleteList=(Command="Stat GPU",Desc="Displays GPU stats for the frame")
+ManualAutoCompleteList=(Command="Stat COLLISION",Desc=)
+ManualAutoCompleteList=(Command="Stat PARTICLES",Desc=)
+ManualAutoCompleteList=(Command="Stat SCRIPT",Desc=)
+ManualAutoCompleteList=(Command="Stat AUDIO",Desc=)
+ManualAutoCompleteList=(Command="Stat ANIM",Desc=)
+ManualAutoCompleteList=(Command="Stat NET",Desc=)
+ManualAutoCompleteList=(Command="Stat LIST",Desc="<Groups/Sets/Group> List groups of stats, saved sets, or specific stats within a specified group")
+ManualAutoCompleteList=(Command="Stat splitscreen",Desc=)
+ManualAutoCompleteList=(Command="MemReport",Desc="Outputs memory stats to a profile file. -Full gives more data, -Log outputs to the log")
+ManualAutoCompleteList=(Command="ListTextures",Desc="[Streaming|NonStreaming|Forced] [-Alphasort] [-csv] Lists all loaded textures and their current memory footprint")
+ManualAutoCompleteList=(Command="ListStreamingTextures",Desc="Lists info for all streaming textures")
+ManualAutoCompleteList=(Command="ListAnims",Desc="Lists info for all animations")
+ManualAutoCompleteList=(Command="ListSkeletalMeshes",Desc="Lists info for all skeletal meshes")
+ManualAutoCompleteList=(Command="ListStaticMeshes",Desc="Lists info for all static meshes")
+ManualAutoCompleteList=(Command="InvestigateTexture",Desc="Shows streaming info about the specified texture")
+ManualAutoCompleteList=(Command="DumpTextureStreamingStats",Desc="Dump current streaming stats (e.g. pool capacity) to the log")
;placed here so we can type res<tab> to restartlevel as we often do that
+ManualAutoCompleteList=(Command="RestartLevel",Desc="Restarts the level")
+ManualAutoCompleteList=(Command="Module List",Desc="Lists all known modules")
+ManualAutoCompleteList=(Command="Module Load",Desc="Attempts to load the specified module name")
+ManualAutoCompleteList=(Command="Module Unload",Desc="Unloads the specified module name")
+ManualAutoCompleteList=(Command="Module Reload",Desc="Reloads the specified module name, unloading it first if needed")
+ManualAutoCompleteList=(Command="Module Recompile",Desc="Attempts to recompile a module, first unloading it if needed")
+ManualAutoCompleteList=(Command="HotReload",Desc="<UObject DLL Hot Reload> Attempts to recompile a UObject DLL and reload it on the fly")
; From AudioDevice.cpp
+ManualAutoCompleteList=(Command="au.debug.AudioDebugSound",Desc="<filter> Rejects new USoundBase requests where the sound name does not contain the provided filter")
+ManualAutoCompleteList=(Command="au.debug.AudioGetDynamicSoundVolume",Desc="Gets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name")
+ManualAutoCompleteList=(Command="au.debug.AudioMemReport",Desc="Lists info for audio memory")
+ManualAutoCompleteList=(Command="au.debug.AudioMixerDebugSound",Desc="<filter> With new mixer enabled, rejects new USoundBase requests where the sound name does not contain the provided filter")
+ManualAutoCompleteList=(Command="au.debug.AudioResetAllDynamicSoundVolumes",Desc="Resets all dynamic volumes to unity")
+ManualAutoCompleteList=(Command="au.debug.AudioResetDynamicSoundVolume",Desc="Resets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name to unity")
+ManualAutoCompleteList=(Command="au.debug.AudioSetDynamicSoundVolume",Desc="Name=<name> Type=<type> Vol=<vol> Sets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name")
+ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundClass",Desc="<name> Solos USoundClass")
+ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundCue",Desc="<name> Solos USoundCue")
+ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundWave",Desc="<name> Solos USoundWave")
+ManualAutoCompleteList=(Command="au.debug.ClearSoloAudio",Desc="Clears solo'ed object")
+ManualAutoCompleteList=(Command="au.debug.DisableLPF",Desc="Disables low-pass filter")
+ManualAutoCompleteList=(Command="au.debug.DisableEQFilter",Desc="Disables EQ")
+ManualAutoCompleteList=(Command="au.debug.DisableRadio",Desc="Disables radio effect")
+ManualAutoCompleteList=(Command="au.debug.DumpSoundInfo",Desc="Dumps sound information to log")
+ManualAutoCompleteList=(Command="au.debug.EnableRadio",Desc="Enables radio effect")
+ManualAutoCompleteList=(Command="au.debug.IsolateDryAudio",Desc="Isolates dry audio")
+ManualAutoCompleteList=(Command="au.debug.IsolateReverb",Desc="Isolates reverb")
+ManualAutoCompleteList=(Command="au.debug.ListAudioComponents",Desc="Dumps a detailed list of all AudioComponent objects")
+ManualAutoCompleteList=(Command="au.debug.ListSoundClasses",Desc="Lists a summary of loaded sound collated by class")
+ManualAutoCompleteList=(Command="au.debug.ListSoundClassVolumes",Desc="Lists all sound class volumes")
+ManualAutoCompleteList=(Command="au.debug.ListSoundDurations",Desc="Lists durations of all active sounds")
+ManualAutoCompleteList=(Command="au.debug.ListSounds",Desc="Lists all the loaded sounds and their memory footprint")
+ManualAutoCompleteList=(Command="au.debug.ListWaves",Desc="List the WaveInstances and whether they have a source")
+ManualAutoCompleteList=(Command="au.debug.PlayAllPIEAudio",Desc="Toggls whether or not all devices should play their audio")
+ManualAutoCompleteList=(Command="au.debug.PlaySoundCue",Desc="Plays the given soundcue")
+ManualAutoCompleteList=(Command="au.debug.PlaySoundWave",Desc="<name> Plays the given soundwave")
+ManualAutoCompleteList=(Command="au.debug.ResetSoundState",Desc="Resets volumes to default and removes test filters")
+ManualAutoCompleteList=(Command="au.debug.SetBaseSoundMix",Desc="<MixName> Sets the base sound mix")
+ManualAutoCompleteList=(Command="au.debug.ShowSoundClassHierarchy",Desc="")
+ManualAutoCompleteList=(Command="au.debug.SoloAudio",Desc="Solos the audio device associated with the parent world")
+ManualAutoCompleteList=(Command="au.debug.SoundClassFixup",Desc="Deprecated")
+ManualAutoCompleteList=(Command="au.debug.TestLFEBleed",Desc="Sets LPF to max for all sources")
+ManualAutoCompleteList=(Command="au.debug.TestLPF",Desc="Sets LPF to max for all sources")
+ManualAutoCompleteList=(Command="au.debug.TestStereoBleed",Desc="Test bleeding stereo sounds fully to the rear speakers")
+ManualAutoCompleteList=(Command="au.debug.ToggleHRTFForAll",Desc="Toggles whether or not HRTF spatialization is enabled for all")
+ManualAutoCompleteList=(Command="au.debug.ToggleSpatExt",Desc="Toggles enablement of the Spatial Audio Extension")
+ManualAutoCompleteList=(Command="DisableAllScreenMessages",Desc="Disables all on-screen warnings/messages")
+ManualAutoCompleteList=(Command="EnableAllScreenMessages",Desc="Enables all on-screen warnings/messages")
+ManualAutoCompleteList=(Command="ToggleAllScreenMessages",Desc="Toggles display state of all on-screen warnings/messages")
+ManualAutoCompleteList=(Command="ToggleAsyncCompute",Desc="Toggles AsyncCompute for platforms that have it")
+ManualAutoCompleteList=(Command="ToggleRenderingThread",Desc="Toggles the rendering thread for platforms that have it")
+ManualAutoCompleteList=(Command="CaptureMode",Desc="Toggles display state of all on-screen warnings/messages")
+ManualAutoCompleteList=(Command="ShowDebug None",Desc="Toggles ShowDebug w/ current debug type selection")
+ManualAutoCompleteList=(Command="ShowDebug Reset",Desc="Turns off ShowDebug, and clears debug type selection")
+ManualAutoCompleteList=(Command="ShowDebug NET",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug PHYSICS",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug COLLISION",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug AI",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug CAMERA",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug WEAPON",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug ANIMATION",Desc="Toggles display state of animation debug data")
+ManualAutoCompleteList=(Command="ShowDebug BONES",Desc="Toggles display of skeletalmesh bones")
+ManualAutoCompleteList=(Command="ShowDebug INPUT",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug FORCEFEEDBACK",Desc="Toggles display of current force feedback values and what is contributing to that calculation")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory 3DBONES",Desc="With ShowDebug Bones: Toggles bone rendering between single lines and a more complex 3D model per bone")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory SYNCGROUPS",Desc="With ShowDebug Animation: Toggles display of sync group data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory MONTAGES",Desc="With ShowDebug Animation: Toggles display of montage data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory GRAPH",Desc="With ShowDebug Animation: Toggles display of animation blueprint graph")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory CURVES",Desc="With ShowDebug Animation: Toggles display of curve data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory NOTIFIES",Desc="With ShowDebug Animation: Toggles display of notify data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLGRAPH",Desc="With ShowDebug Animation: Toggles graph display between active nodes only and all nodes")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLBLENDSPACEDISPLAY",Desc="With ShowDebug Animation: Toggles display of sample blend weights on blendspaces")
+ManualAutoCompleteList=(Command="ShowDebugForReticleTargetToggle ",Desc="<DesiredClass> Toggles 'ShowDebug' from showing debug info between reticle target actor (of subclass <DesiredClass>) and camera view target")
+ManualAutoCompleteList=(Command="Stat SoundCues",Desc="Deprecated (Use au.debug.SoundCues): Shows active SoundCues")
+ManualAutoCompleteList=(Command="Stat SoundMixes",Desc="Deprecated (Use au.debug.SoundMixes): Shows active SoundMixes")
+ManualAutoCompleteList=(Command="Stat SoundModulators",Desc="Deprecated (Use au.debug.SoundModulators): Shows modulator debug info as provided by active audio modulation plugin")
+ManualAutoCompleteList=(Command="Stat SoundModulatorsHelp",Desc="Deprecated (Use au.debug.SoundModulatorsHelp):Shows modulator debug help provided by active audio modulation plugin")
+ManualAutoCompleteList=(Command="Stat SoundReverb",Desc="Deprecated (Use au.debug.SoundReverb): Shows active SoundReverb")
+ManualAutoCompleteList=(Command="Stat SoundWaves",Desc="Deprecated (Use au.debug.SoundWaves): Shows active SoundWaves")
+ManualAutoCompleteList=(Command="Stat Sounds",Desc="Deprecated (Use au.debug.Sounds): <?> <sort=class|distance|name|priority|time|volume|waves> <-debug> Shows all active sounds. Displays value sorted by when sort is set")
+ManualAutoCompleteList=(Command="ScriptAudit LongestFunctions",Desc="List functions that contain the most bytecode - optionally include # of entries to list")
+ManualAutoCompleteList=(Command="ScriptAudit FrequentFunctionsCalled",Desc="List functions that are most frequently called from bytecode - optionally include # of entries to list")
+ManualAutoCompleteList=(Command="ScriptAudit FrequentInstructions",Desc="List most frequently used instructions - optionally include # of entries to list")
+ManualAutoCompleteList=(Command="ScriptAudit TotalBytecodeSize",Desc="Gather total size of bytecode in bytes of currently loaded functions")
+ManualAutoCompleteList=(Command="Audio3dVisualize",Desc="Shows locations of sound sources playing (white text) and their left and right channel locations respectively (red and green). Virtualized loops (if enabled) display in blue.")
+ManualAutoCompleteList=(Command="StartMovieCapture",Desc=)
+ManualAutoCompleteList=(Command="StopMovieCapture",Desc=)
+ManualAutoCompleteList=(Command="TraceTag",Desc="Draw traces that use the specified tag")
+ManualAutoCompleteList=(Command="TraceTagAll",Desc="Draw all scene queries regardless of the trace tag")
+ManualAutoCompleteList=(Command="VisLog",Desc="Launches Log Visualizer tool")
+ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time")
+ManualAutoCompleteList=(Command="Log ",Desc="<category> <level> Change verbosity level for a log category")
+ManualAutoCompleteList=(Command="Log list",Desc="<search string> Search for log categories")
+ManualAutoCompleteList=(Command="Log reset",Desc="Undo any changes to log verbosity")
+ManualAutoCompleteList=(Command="RecordAnimation ActorName AnimName",Desc="Record animation for a specified actor to the specified file")
+ManualAutoCompleteList=(Command="StopRecordingAnimation All",Desc="Stop all recording animations")
+ManualAutoCompleteList=(Command="RecordSequence Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=<All|Actor|Class>")
+ManualAutoCompleteList=(Command="StopRecordingSequence",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.")
+ManualAutoCompleteList=(Command="RecordTake Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=<All|Actor|Class>")
+ManualAutoCompleteList=(Command="StopRecordingTake",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.")
+ManualAutoCompleteList=(Command="FreezeRendering",Desc="Toggle freezing of most aspects of rendering (such as visibility calculations), useful in conjunction with ToggleDebugCamera to fly around and see how frustum and occlusion culling is working")
+ManualAutoCompleteList=(Command="ProfileGPU",Desc="Profile one frame of rendering commands sent to the GPU")
+ManualAutoCompleteList=(Command="ProfileGPUHitches",Desc="Toggle profiling of GPU hitches.")
+ManualAutoCompleteList=(Command="Automation",Desc="Run an automation command (e.g., Automation RunTests TestName)")
+ManualAutoCompleteList=(Command="CsvProfile Start",Desc="Start CSV profiling.")
+ManualAutoCompleteList=(Command="CsvProfile Stop",Desc="Stop CSV profiling.")
+ManualAutoCompleteList=(Command="NetProfile Enable",Desc="Start network profiling.")
+ManualAutoCompleteList=(Command="NetProfile Disable",Desc="Stop network profiling.")
BackgroundOpacityPercentage=85.000000
InputColor=(R=230,G=230,B=230,A=255)
HistoryColor=(R=180,G=180,B=180,A=255)
AutoCompleteCommandColor=(B=185,G=109,R=144,A=255)
AutoCompleteCVarColor=(B=86,G=158,R=86,A=255)
AutoCompleteFadedColor=(R=100,G=100,B=100,A=255)

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@ -0,0 +1 @@
; Defines install bundles and options

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@ -0,0 +1,285 @@
; These are tweaked defaults for various lightmass solver and export settings
; Artist oriented lightmass settings are in the editor UI
; Documentation for all of these is in UnrealLightmass / Public / SceneExport.h
; This ini is reloaded every time a lighting build begins, no need to restart
; Warning: overwriting this file with an old version will cause the editor to crash. This file must be in sync with the editor executable.
; Instead, create a DefaultLightmass.ini in your project and override just the values you need, then the overrides will continue to work on version upgrades.
; https://docs.unrealengine.com/latest/INT/Programming/Basics/ConfigurationFiles/
;
; For example, in your project's Config/DefaultLightmass.ini:
; [DevOptions.PrecomputedDynamicObjectLighting]
; SurfaceLightSampleSpacing=400
[DevOptions.StaticLighting]
bAllowMultiThreadedStaticLighting=True
ViewSingleBounceNumber=-1
bUseBilinearFilterLightmaps=True
bCompressLightmaps=True
bUseConservativeTexelRasterization=True
bAccountForTexelSize=True
bUseMaxWeight=True
MaxTriangleLightingSamples=8
MaxTriangleIrradiancePhotonCacheSamples=4
bAllow64bitProcess=True
DefaultStaticMeshLightingRes=32
bAllowCropping=False
bGarbageCollectAfterExport=True
bRebuildDirtyGeometryForLighting=True
bUseEmbree=true
bVerifyEmbree=false
bUseEmbreePacketTracing=false
; Whether to use kDOP trees to accelerate volumetric lightmap voxelization. Useful in scenes like large forest
bUseFastVoxelization=false
; Whether to use static mesh instancing to reduce memory consumption in scenes like large forest. Might slow down small scenes.
bUseEmbreeInstancing=false
bUseFilteredCubemapForSkylight=true
MappingSurfaceCacheDownsampleFactor=2
[DevOptions.StaticLightingSceneConstants]
StaticLightingLevelScale=1
VisibilityRayOffsetDistance=.1
VisibilityNormalOffsetDistance=3
VisibilityNormalOffsetSampleRadiusScale=.5
VisibilityTangentOffsetSampleRadiusScale=.8
SmallestTexelRadius=.1
; Tweaked for a good tradeoff between 'Cache Indirect Photon Paths' time and Indirect photon emitting 'Sampling Lights' time
LightGridSize=100
AutomaticImportanceVolumeExpandBy=500
MinimumImportanceVolumeExtentWithoutWarning=10000.0
[DevOptions.StaticLightingMaterial]
bUseDebugMaterial=False
ShowMaterialAttribute=None
; Material export sizes default to very small to keep exports fast
EmissiveSampleSize=128
DiffuseSampleSize=128
SpecularSampleSize=128
TransmissionSampleSize=256
NormalSampleSize=256
; Terrain materials default to much higher resolution since each material typically covers a large area in world space
TerrainSampleScalar=4
DebugDiffuse=(R=0.500000,G=0.500000,B=0.500000)
EnvironmentColor=(R=0.00000,G=0.00000,B=0.00000)
[DevOptions.MeshAreaLights]
bVisualizeMeshAreaLightPrimitives=False
; Only emissive texels above .01 will be used to create mesh area lights
EmissiveIntensityThreshold=.01
MeshAreaLightGridSize=100
MeshAreaLightSimplifyNormalAngleThreshold=25
MeshAreaLightSimplifyCornerDistanceThreshold=.5
MeshAreaLightSimplifyMeshBoundingRadiusFractionThreshold=.1
MeshAreaLightGeneratedDynamicLightSurfaceOffset=30
[DevOptions.PrecomputedDynamicObjectLighting]
bVisualizeVolumeLightSamples=False
bVisualizeVolumeLightInterpolation=False
NumHemisphereSamplesScale=2
SurfaceLightSampleSpacing=300
FirstSurfaceSampleLayerHeight=50
SurfaceSampleLayerHeightSpacing=250
NumSurfaceSampleLayers=2
DetailVolumeSampleSpacing=300
VolumeLightSampleSpacing=3000
; Clamp the number of volume samples generated to ~15mb
MaxVolumeSamples=250000
bUseMaxSurfaceSampleNum=True
; Approximately clamp the number of surface samples generated to ~30mb (only for Landscape currently)
MaxSurfaceLightSamples=500000
[DevOptions.VolumetricLightmaps]
BrickSize=4
MaxRefinementLevels=3
VoxelizationCellExpansionForSurfaceGeometry=.1
; Static Geometry using Volumetric Lightmaps needs neighboring bricks to be refined for higher quality, since neighbor dilation does not operate across bricks with different densities
VoxelizationCellExpansionForVolumeGeometry=.25
VoxelizationCellExpansionForLights=.1
TargetNumVolumetricLightmapTasks=800
MinBrickError=.01
SurfaceLightmapMinTexelsPerVoxelAxis=1.0
bCullBricksBelowLandscape=true
LightBrightnessSubdivideThreshold=.3
[DevOptions.PrecomputedVisibility]
bVisualizePrecomputedVisibility=False
bCompressVisibilityData=True
bPlaceCellsOnOpaqueOnly=True
NumCellDistributionBuckets=800
CellRenderingBucketSize=5
NumCellRenderingBuckets=5
PlayAreaHeight=220
MeshBoundsScale=1.2
VisibilitySpreadingIterations=1
MinMeshSamples=14
MaxMeshSamples=40
NumCellSamples=24
NumImportanceSamples=40
[DevOptions.PrecomputedVisibilityModeratelyAggressive]
MeshBoundsScale=1
VisibilitySpreadingIterations=1
[DevOptions.PrecomputedVisibilityMostAggressive]
MeshBoundsScale=1
VisibilitySpreadingIterations=0
[DevOptions.VolumeDistanceField]
VoxelSize=75
VolumeMaxDistance=900
NumVoxelDistanceSamples=800
; Clamp the size of the volume distance field generated to ~15mb
MaxVoxels=3992160
[DevOptions.StaticShadows]
; Using area shadows by default instead of filtering in texture space
bUseZeroAreaLightmapSpaceFilteredLights=False
NumShadowRays=8
NumPenumbraShadowRays=8
NumBounceShadowRays=1
bFilterShadowFactor=True
ShadowFactorGradientTolerance=0.5
bAllowSignedDistanceFieldShadows=True
MaxTransitionDistanceWorldSpace=50
ApproximateHighResTexelsPerMaxTransitionDistance=50
MinDistanceFieldUpsampleFactor=3
MinUnoccludedFraction=.0005
StaticShadowDepthMapTransitionSampleDistanceX=100
StaticShadowDepthMapTransitionSampleDistanceY=100
StaticShadowDepthMapSuperSampleFactor=2
; Clamp the number of shadow samples generated to ~8mb for huge levels
StaticShadowDepthMapMaxSamples=4194304
[DevOptions.ImportanceTracing]
bUseStratifiedSampling=True
NumHemisphereSamples=16
MaxHemisphereRayAngle=89
NumAdaptiveRefinementLevels=2
AdaptiveBrightnessThreshold=1
AdaptiveFirstBouncePhotonConeAngle=4
AdaptiveSkyVarianceThreshold=.5
bUseRadiositySolverForSkylightMultibounce=True
bCacheFinalGatherHitPointsForRadiosity=False
bUseRadiositySolverForLightMultibounce=False
[DevOptions.PhotonMapping]
bUsePhotonMapping=True
bUseFinalGathering=True
bUsePhotonDirectLightingInFinalGather=False
bVisualizeCachedApproximateDirectLighting=False
bUseIrradiancePhotons=True
bCacheIrradiancePhotonsOnSurfaces=True
bVisualizePhotonPaths=False
bVisualizePhotonGathers=True
bVisualizePhotonImportanceSamples=False
bVisualizeIrradiancePhotonCalculation=False
bEmitPhotonsOutsideImportanceVolume=False
ConeFilterConstant=1
; 400 gives a smooth enough result without requiring a very large search
NumIrradianceCalculationPhotons=400
; Allocating most final gather samples towards importance samples gives a good result as long as there are enough first bounce photons
FinalGatherImportanceSampleFraction=.6
; 10 degrees is a good tradeoff between capturing high frequency incident lighting at final gather points and covering the whole incident lighting domain with a limited number of importance directions
FinalGatherImportanceSampleConeAngle=10
IndirectPhotonEmitDiskRadius=200
IndirectPhotonEmitConeAngle=30
MaxImportancePhotonSearchDistance=2000
MinImportancePhotonSearchDistance=20
; Preview uses a very small number of importance directions
NumImportanceSearchPhotons=10
OutsideImportanceVolumeDensityScale=.0005
DirectPhotonDensity=350
; Same as DirectPhotonDensity, since currently direct photons are only used to create irradiance photons
DirectIrradiancePhotonDensity=350
DirectPhotonSearchDistance=200
IndirectPhotonPathDensity=5
; Need a very high indirect photon density since first bounce photons are used to guide the final gather
IndirectPhotonDensity=600
IndirectIrradiancePhotonDensity=300
IndirectPhotonSearchDistance=200
PhotonSearchAngleThreshold=.5
IrradiancePhotonSearchConeAngle=10
bUsePhotonSegmentsForVolumeLighting=true
PhotonSegmentMaxLength=1000
GeneratePhotonSegmentChance=.01
[DevOptions.IrradianceCache]
bAllowIrradianceCaching=True
bUseIrradianceGradients=False
bShowGradientsOnly=False
bVisualizeIrradianceSamples=True
RecordRadiusScale=.8
InterpolationMaxAngle=20
PointBehindRecordMaxAngle=10
; Increase distance and angle constraints in the shading pass, which filters the interpolated result without losing too much detail.
DistanceSmoothFactor=4
AngleSmoothFactor=4
; Sky occlusion has less noise than normal GI, don't blur away details
SkyOcclusionSmoothnessReduction=.5
; Enforce a minimum sample rate on surfaces with no nearby occluders
MaxRecordRadius=1024
CacheTaskSize=64
InterpolateTaskSize=64
[DevOptions.StaticLightingMediumQuality]
NumShadowRaysScale=2
NumPenumbraShadowRaysScale=4
ApproximateHighResTexelsPerMaxTransitionDistanceScale=3
MinDistanceFieldUpsampleFactor=3
NumHemisphereSamplesScale=2
NumImportanceSearchPhotonsScale=1
NumDirectPhotonsScale=2
DirectPhotonSearchDistanceScale=.5
NumIndirectPhotonPathsScale=1
NumIndirectPhotonsScale=2
NumIndirectIrradiancePhotonsScale=2
RecordRadiusScaleScale=.75
InterpolationMaxAngleScale=1
IrradianceCacheSmoothFactor=.75
NumAdaptiveRefinementLevels=3
AdaptiveBrightnessThresholdScale=.5
AdaptiveFirstBouncePhotonConeAngleScale=1
AdaptiveSkyVarianceThresholdScale=1
[DevOptions.StaticLightingHighQuality]
NumShadowRaysScale=4
NumPenumbraShadowRaysScale=8
ApproximateHighResTexelsPerMaxTransitionDistanceScale=6
MinDistanceFieldUpsampleFactor=5
NumHemisphereSamplesScale=4
NumImportanceSearchPhotonsScale=2
NumDirectPhotonsScale=2
DirectPhotonSearchDistanceScale=.5
NumIndirectPhotonPathsScale=2
NumIndirectPhotonsScale=4
NumIndirectIrradiancePhotonsScale=2
RecordRadiusScaleScale=.75
InterpolationMaxAngleScale=.75
IrradianceCacheSmoothFactor=.75
NumAdaptiveRefinementLevels=3
AdaptiveBrightnessThresholdScale=.25
AdaptiveFirstBouncePhotonConeAngleScale=2
AdaptiveSkyVarianceThresholdScale=.5
[DevOptions.StaticLightingProductionQuality]
NumShadowRaysScale=8
NumPenumbraShadowRaysScale=32
ApproximateHighResTexelsPerMaxTransitionDistanceScale=6
MinDistanceFieldUpsampleFactor=5
NumHemisphereSamplesScale=8
NumImportanceSearchPhotonsScale=3
NumDirectPhotonsScale=4
; Decrease direct photon search distance so that we will have more accurate shadow transitions. This requires a higher density of direct photons.
DirectPhotonSearchDistanceScale=.5
NumIndirectPhotonPathsScale=2
; Need a lot of indirect photons since we have increased the number of first bounce photons to use for final gathering with NumImportanceSearchPhotonsScale
NumIndirectPhotonsScale=8
NumIndirectIrradiancePhotonsScale=2
; Decreasing the record radius results in more records, which increases quality
RecordRadiusScaleScale=.5625
InterpolationMaxAngleScale=.75
IrradianceCacheSmoothFactor=.75
NumAdaptiveRefinementLevels=3
AdaptiveBrightnessThresholdScale=.25
AdaptiveFirstBouncePhotonConeAngleScale=2.5
AdaptiveSkyVarianceThresholdScale=.5

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@ -0,0 +1,20 @@
; These rules are applied in order, the first rule that applies per file is taken and no others are evaluated
; [SectionName]
; bOverrideChunkManifest=false ; If true this allows overriding assignments from the cooker
; bExcludeFromPaks=false ; If true this removes entirely, cannot coexist with overridepaks
; OverridePaks="pakchunk1" ; If set this will override pak list, comma separated
; Platforms="iOS,Android" ; If set this rule will only apply to these platforms
; Targets="Shipping,Test" ; If set this rule will only apply to these configurations
; bOnlyChunkedBuilds=true ; If set this rule will only apply to chunked builds
; bOnlyNonChunkedBuilds=true ; If set this rule will only apply to non-chunked builds
; +Files=".../*FileMask*.*" ; List of file masks to apply to, using the C# FileFilter class
[ExcludeContentForMobile]
; Exclude specific large textures on mobile platforms, this was moved from CopyBuildToStagingDirectory.cs
; This can be added to in a game's DefaultPakFileRules.ini by using the same sections, and new sections can be added
; To remove this rule, use !Files to clear the list of file paths
Platforms="Android,iOS,tvOS"
bExcludeFromPaks=true
bOverrideChunkManifest=true
+Files=".../Engine/Content/EngineMaterials/DefaultBloomKernel.*"

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@ -0,0 +1,2 @@
; Required to exist for to properly merge overrides at runtime
[/Script/Engine.RuntimeOptionsBase]

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@ -0,0 +1,603 @@
;
; Base scalability settings
; =========================
;
; The definitions here affect the console variables starting with "sg." and define the user quality levels (game/editor video settings)
; To override a specific platform use DeviceProfile.ini (whach out for the different syntax).
;
;-----------------------------------------------------------------------------------------------------------------
; Note: [ResolutionQuality] isn't using the usual 0/1/2/3 quality levels, the value directly maps to r.ScreenPercentage.
; This is because we want custom scaling aligned with the screen/window resolution with more fine grained control
;
;-----------------------------------------------------------------------------------------------------------------
[ScalabilitySettings]
; PerfIndexThresholds define the thresholds that determine what the autodetected quality should be for each group.
; When you auto detect performance, both a CPUIndex and GPUIndex are calculated on the machine.
; Use the console command "scalability auto" to print these values for a machine.
; The type of perfindex used to determine the quality for a group is either the GPU, CPU or Min.
; GPU means the quality is based on the speed of the graphics card. CPU means the quality is based on the processor, and Min means the group quality is based on the slower of either the CPU or GPU.
; Each group has a type followed by three numbers.
; The first number is the perfindex threshold that changes quality from 0 to 1. The second is the threshold from 1 to 2, the third is the threshold from 2 to 3.
PerfIndexThresholds_ResolutionQuality="GPU 18 42 115"
PerfIndexThresholds_ViewDistanceQuality="Min 18 42 105"
PerfIndexThresholds_AntiAliasingQuality="GPU 18 42 115"
PerfIndexThresholds_ShadowQuality="Min 18 42 105"
PerfIndexThresholds_PostProcessQuality="GPU 18 42 115"
PerfIndexThresholds_TextureQuality="GPU 18 42 115"
PerfIndexThresholds_EffectsQuality="Min 18 42 105"
PerfIndexThresholds_FoliageQuality="GPU 18 42 115"
PerfIndexThresholds_ShadingQuality="GPU 18 42 115"
; This is the screen percentage for the resolution quality, corresponding to 25% pixels, 50% pixels, 75% pixels, and 100% pixels
PerfIndexValues_ResolutionQuality="50 71 87 100 100"
[AntiAliasingQuality@0]
r.PostProcessAAQuality=0
[AntiAliasingQuality@1]
r.PostProcessAAQuality=2
[AntiAliasingQuality@2]
r.PostProcessAAQuality=3
[AntiAliasingQuality@3]
r.PostProcessAAQuality=4
[AntiAliasingQuality@Cine]
r.PostProcessAAQuality=6
;-----------------------------------------------------------------------------------------------------------------
[ViewDistanceQuality@0]
r.SkeletalMeshLODBias=2
r.ViewDistanceScale=0.4
[ViewDistanceQuality@1]
r.SkeletalMeshLODBias=1
r.ViewDistanceScale=0.6
[ViewDistanceQuality@2]
r.SkeletalMeshLODBias=0
r.ViewDistanceScale=0.8
[ViewDistanceQuality@3]
r.SkeletalMeshLODBias=0
r.ViewDistanceScale=1.0
[ViewDistanceQuality@Cine]
r.SkeletalMeshLODBias=0
r.ViewDistanceScale=10.0
;-----------------------------------------------------------------------------------------------------------------
[ShadowQuality@0]
r.LightFunctionQuality=0
r.ShadowQuality=0
r.Shadow.CSM.MaxCascades=1
r.Shadow.MaxResolution=512
r.Shadow.MaxCSMResolution=512
r.Shadow.RadiusThreshold=0.06
r.Shadow.DistanceScale=0.6
r.Shadow.CSM.TransitionScale=0
r.Shadow.PreShadowResolutionFactor=0.5
r.DistanceFieldShadowing=0
r.DistanceFieldAO=0
r.VolumetricFog=0
r.LightMaxDrawDistanceScale=0
r.CapsuleShadows=0
[ShadowQuality@1]
r.LightFunctionQuality=1
r.ShadowQuality=3
r.Shadow.CSM.MaxCascades=1
r.Shadow.MaxResolution=1024
r.Shadow.MaxCSMResolution=1024
r.Shadow.RadiusThreshold=0.05
r.Shadow.DistanceScale=0.7
r.Shadow.CSM.TransitionScale=0.25
r.Shadow.PreShadowResolutionFactor=0.5
r.DistanceFieldShadowing=0
r.DistanceFieldAO=0
r.VolumetricFog=0
r.LightMaxDrawDistanceScale=.5
r.CapsuleShadows=1
[ShadowQuality@2]
r.LightFunctionQuality=1
r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=4
r.Shadow.MaxResolution=1024
r.Shadow.MaxCSMResolution=2048
r.Shadow.RadiusThreshold=0.04
r.Shadow.DistanceScale=0.85
r.Shadow.CSM.TransitionScale=0.8
r.Shadow.PreShadowResolutionFactor=0.5
r.DistanceFieldShadowing=1
r.DistanceFieldAO=1
r.AOQuality=1
r.VolumetricFog=1
r.VolumetricFog.GridPixelSize=16
r.VolumetricFog.GridSizeZ=64
r.VolumetricFog.HistoryMissSupersampleCount=4
r.LightMaxDrawDistanceScale=1
r.CapsuleShadows=1
[ShadowQuality@3]
r.LightFunctionQuality=1
r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=10
r.Shadow.MaxResolution=2048
r.Shadow.MaxCSMResolution=2048
r.Shadow.RadiusThreshold=0.01
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.TransitionScale=1.0
r.Shadow.PreShadowResolutionFactor=1.0
r.DistanceFieldShadowing=1
r.DistanceFieldAO=1
r.AOQuality=2
r.VolumetricFog=1
r.VolumetricFog.GridPixelSize=8
r.VolumetricFog.GridSizeZ=128
r.VolumetricFog.HistoryMissSupersampleCount=4
r.LightMaxDrawDistanceScale=1
r.CapsuleShadows=1
[ShadowQuality@Cine]
r.LightFunctionQuality=1
r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=10
r.Shadow.MaxResolution=4096
r.Shadow.MaxCSMResolution=4096
r.Shadow.RadiusThreshold=0
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.TransitionScale=1.0
r.Shadow.PreShadowResolutionFactor=1.0
r.DistanceFieldShadowing=1
r.DistanceFieldAO=1
r.AOQuality=2
r.VolumetricFog=1
r.VolumetricFog.GridPixelSize=4
r.VolumetricFog.GridSizeZ=128
r.VolumetricFog.HistoryMissSupersampleCount=16
r.LightMaxDrawDistanceScale=1
r.CapsuleShadows=1
;-----------------------------------------------------------------------------------------------------------------
[PostProcessQuality@0]
r.MotionBlurQuality=0
r.AmbientOcclusionMipLevelFactor=1.0
r.AmbientOcclusionMaxQuality=0
r.AmbientOcclusionLevels=0
r.AmbientOcclusionRadiusScale=1.2
r.DepthOfFieldQuality=0
r.RenderTargetPoolMin=300
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.EyeAdaptationQuality=2
r.BloomQuality=4
r.FastBlurThreshold=0
r.Upscale.Quality=1
r.Tonemapper.GrainQuantization=0
r.LightShaftQuality=0
r.Filter.SizeScale=0.6
r.Tonemapper.Quality=0
[PostProcessQuality@1]
r.MotionBlurQuality=3
r.AmbientOcclusionMipLevelFactor=1.0
r.AmbientOcclusionMaxQuality=60
r.AmbientOcclusionLevels=-1
r.AmbientOcclusionRadiusScale=1.5
r.DepthOfFieldQuality=1
r.RenderTargetPoolMin=350
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.EyeAdaptationQuality=2
r.BloomQuality=4
r.FastBlurThreshold=2
r.Upscale.Quality=2
r.Tonemapper.GrainQuantization=0
r.LightShaftQuality=0
r.Filter.SizeScale=0.7
r.Tonemapper.Quality=2
; DOF settings.
r.DOF.Gather.AccumulatorQuality=0 ; lower gathering accumulator quality
r.DOF.Gather.PostfilterMethod=2 ; Max3x3 postfilering method
r.DOF.Gather.EnableBokehSettings=0 ; no bokeh simulation when gathering
r.DOF.Gather.RingCount=3 ; low number of samples when gathering
r.DOF.Scatter.ForegroundCompositing=0 ; no foreground scattering
r.DOF.Scatter.BackgroundCompositing=0 ; no foreground scattering
r.DOF.Recombine.Quality=0 ; no slight out of focus
r.DOF.TemporalAAQuality=0 ; faster temporal accumulation
r.DOF.Kernel.MaxForegroundRadius=0.006 ; required because low gathering and no scattering and not looking great at 1080p
r.DOF.Kernel.MaxBackgroundRadius=0.006 ; required because low gathering and no scattering and not looking great at 1080p
[PostProcessQuality@2]
r.MotionBlurQuality=3
r.AmbientOcclusionMipLevelFactor=0.6
r.AmbientOcclusionMaxQuality=100
r.AmbientOcclusionLevels=-1
r.AmbientOcclusionRadiusScale=1.5
r.DepthOfFieldQuality=2
r.RenderTargetPoolMin=400
r.LensFlareQuality=2
r.SceneColorFringeQuality=1
r.EyeAdaptationQuality=2
r.BloomQuality=5
r.FastBlurThreshold=3
r.Upscale.Quality=2
r.Tonemapper.GrainQuantization=1
r.LightShaftQuality=1
r.Filter.SizeScale=0.8
r.Tonemapper.Quality=5
; DOF settings.
r.DOF.Gather.AccumulatorQuality=0 ; lower gathering accumulator quality
r.DOF.Gather.PostfilterMethod=2 ; Max3x3 postfilering method
r.DOF.Gather.EnableBokehSettings=0 ; no bokeh simulation when gathering
r.DOF.Gather.RingCount=4 ; medium number of samples when gathering
r.DOF.Scatter.ForegroundCompositing=1 ; additive foreground scattering
r.DOF.Scatter.BackgroundCompositing=1 ; no background occlusion
r.DOF.Scatter.EnableBokehSettings=0 ; no bokeh simulation when scattering
r.DOF.Scatter.MaxSpriteRatio=0.04 ; only a maximum of 4% of scattered bokeh
r.DOF.Recombine.Quality=0 ; no slight out of focus
r.DOF.TemporalAAQuality=0 ; faster temporal accumulation
r.DOF.Kernel.MaxForegroundRadius=0.012 ; required because of AccumulatorQuality=0
r.DOF.Kernel.MaxBackgroundRadius=0.012 ; required because of AccumulatorQuality=0
[PostProcessQuality@3]
r.MotionBlurQuality=4
r.AmbientOcclusionMipLevelFactor=0.4
r.AmbientOcclusionMaxQuality=100
r.AmbientOcclusionLevels=-1
r.AmbientOcclusionRadiusScale=1.0
r.DepthOfFieldQuality=2
r.RenderTargetPoolMin=400
r.LensFlareQuality=2
r.SceneColorFringeQuality=1
r.EyeAdaptationQuality=2
r.BloomQuality=5
r.FastBlurThreshold=100
r.Upscale.Quality=3
r.Tonemapper.GrainQuantization=1
r.LightShaftQuality=1
r.Filter.SizeScale=1
r.Tonemapper.Quality=5
; DOF settings.
r.DOF.Gather.AccumulatorQuality=1 ; higher gathering accumulator quality
r.DOF.Gather.PostfilterMethod=1 ; Median3x3 postfilering method
r.DOF.Gather.EnableBokehSettings=0 ; no bokeh simulation when gathering
r.DOF.Gather.RingCount=4 ; medium number of samples when gathering
r.DOF.Scatter.ForegroundCompositing=1 ; additive foreground scattering
r.DOF.Scatter.BackgroundCompositing=2 ; additive background scattering
r.DOF.Scatter.EnableBokehSettings=1 ; bokeh simulation when scattering
r.DOF.Scatter.MaxSpriteRatio=0.1 ; only a maximum of 10% of scattered bokeh
r.DOF.Recombine.Quality=1 ; cheap slight out of focus
r.DOF.Recombine.EnableBokehSettings=0 ; no bokeh simulation on slight out of focus
r.DOF.TemporalAAQuality=1 ; more stable temporal accumulation
r.DOF.Kernel.MaxForegroundRadius=0.025
r.DOF.Kernel.MaxBackgroundRadius=0.025
[PostProcessQuality@Cine]
r.MotionBlurQuality=4
r.AmbientOcclusionMipLevelFactor=0.4
r.AmbientOcclusionMaxQuality=100
r.AmbientOcclusionLevels=-1
r.AmbientOcclusionRadiusScale=1.0
r.GTAO.Numangles=4
r.DepthOfFieldQuality=4
r.RenderTargetPoolMin=1000
r.LensFlareQuality=3
r.SceneColorFringeQuality=1
r.EyeAdaptationQuality=2
r.BloomQuality=5
r.FastBlurThreshold=100
r.Upscale.Quality=3
r.Tonemapper.GrainQuantization=1
r.LightShaftQuality=1
r.Filter.SizeScale=1
r.Tonemapper.Quality=5
; DOF settings:
r.DOF.Gather.AccumulatorQuality=1 ; higher gathering accumulator quality
r.DOF.Gather.PostfilterMethod=1 ; Median3x3 postfilering method
r.DOF.Gather.EnableBokehSettings=1 ; bokeh simulation when gathering
r.DOF.Gather.RingCount=5 ; high number of samples when gathering
r.DOF.Scatter.ForegroundCompositing=1 ; additive foreground scattering
r.DOF.Scatter.BackgroundCompositing=2 ; background scattering occlusion
r.DOF.Scatter.EnableBokehSettings=1 ; no bokeh simulation when scattering
r.DOF.Scatter.MaxSpriteRatio=0.25 ; only a maximum of 10% of scattered bokeh
r.DOF.Recombine.Quality=2 ; highest slight out of focus
r.DOF.Recombine.EnableBokehSettings=1 ; bokeh simulation on slight out of focus
r.DOF.TemporalAAQuality=1 ; more stable temporal accumulation
r.DOF.Kernel.MaxForegroundRadius=0.025
r.DOF.Kernel.MaxBackgroundRadius=0.025
;-----------------------------------------------------------------------------------------------------------------
[TextureQuality@0]
; Must be used with r.streaming.usepertexturebias set to 1. Otherwise, all textures will have a constant 16 mip bias
r.Streaming.MipBias=16
r.Streaming.AmortizeCPUToGPUCopy=1
r.Streaming.MaxNumTexturesToStreamPerFrame=1
r.Streaming.Boost=0.3
r.MaxAnisotropy=0
r.VT.MaxAnisotropy=4
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.PoolSize=400
r.Streaming.MaxEffectiveScreenSize=0
[TextureQuality@1]
r.Streaming.MipBias=1
r.Streaming.AmortizeCPUToGPUCopy=0
r.Streaming.MaxNumTexturesToStreamPerFrame=0
r.Streaming.Boost=1
r.MaxAnisotropy=2
r.VT.MaxAnisotropy=4
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.PoolSize=600
r.Streaming.MaxEffectiveScreenSize=0
[TextureQuality@2]
r.Streaming.MipBias=0
r.Streaming.AmortizeCPUToGPUCopy=0
r.Streaming.MaxNumTexturesToStreamPerFrame=0
r.Streaming.Boost=1
r.MaxAnisotropy=4
r.VT.MaxAnisotropy=8
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.PoolSize=800
r.Streaming.MaxEffectiveScreenSize=0
[TextureQuality@3]
r.Streaming.MipBias=0
r.Streaming.AmortizeCPUToGPUCopy=0
r.Streaming.MaxNumTexturesToStreamPerFrame=0
r.Streaming.Boost=1
r.MaxAnisotropy=8
r.VT.MaxAnisotropy=8
r.Streaming.LimitPoolSizeToVRAM=0
r.Streaming.PoolSize=1000
r.Streaming.MaxEffectiveScreenSize=0
[TextureQuality@Cine]
r.Streaming.MipBias=0
r.Streaming.AmortizeCPUToGPUCopy=0
r.Streaming.MaxNumTexturesToStreamPerFrame=0
r.Streaming.Boost=1
r.MaxAnisotropy=8
r.VT.MaxAnisotropy=8
r.Streaming.LimitPoolSizeToVRAM=0
r.Streaming.PoolSize=3000
r.Streaming.MaxEffectiveScreenSize=0
;-----------------------------------------------------------------------------------------------------------------
[EffectsQuality@0]
r.TranslucencyLightingVolumeDim=24
r.RefractionQuality=0
r.SSR.Quality=0
r.SSR.HalfResSceneColor=1
r.SceneColorFormat=3
r.DetailMode=0
r.TranslucencyVolumeBlur=0
r.MaterialQualityLevel=0 ; Low quality
r.AnisotropicMaterials=0
r.SSS.Scale=0
r.SSS.SampleSet=0
r.SSS.Quality=0
r.SSS.HalfRes=1
r.SSGI.Quality=0
r.EmitterSpawnRateScale=0.125
r.ParticleLightQuality=0
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=8.0
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=2.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=16.0
r.SkyAtmosphere.SampleCountMin=2.0
r.SkyAtmosphere.SampleCountMax=16.0
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
r.SkyAtmosphere.TransmittanceLUT.SampleCount=10.0
r.SkyAtmosphere.MultiScatteringLUT.SampleCount=15.0
r.SkyLight.RealTimeReflectionCapture=0
fx.Niagara.QualityLevel=0
[EffectsQuality@1]
r.TranslucencyLightingVolumeDim=32
r.RefractionQuality=0
r.SSR.Quality=0
r.SSR.HalfResSceneColor=1
r.SceneColorFormat=3
r.DetailMode=1
r.TranslucencyVolumeBlur=0
r.MaterialQualityLevel=2 ; Medium quality
r.AnisotropicMaterials=0
r.SSS.Scale=0.75
r.SSS.SampleSet=0
r.SSS.Quality=0
r.SSS.HalfRes=1
r.SSGI.Quality=1
r.EmitterSpawnRateScale=0.25
r.ParticleLightQuality=0
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=16.0
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=4.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=32.0
r.SkyAtmosphere.SampleCountMin=4.0
r.SkyAtmosphere.SampleCountMax=32.0
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=0
r.SkyAtmosphere.TransmittanceLUT.SampleCount=10.0
r.SkyAtmosphere.MultiScatteringLUT.SampleCount=15.0
r.SkyLight.RealTimeReflectionCapture=0
fx.Niagara.QualityLevel=1
[EffectsQuality@2]
r.TranslucencyLightingVolumeDim=48
r.RefractionQuality=2
r.SSR.Quality=2
r.SSR.HalfResSceneColor=1
r.SceneColorFormat=3
r.DetailMode=1
r.TranslucencyVolumeBlur=1
r.MaterialQualityLevel=1 ; High quality
r.AnisotropicMaterials=1
r.SSS.Scale=1
r.SSS.SampleSet=1
r.SSS.Quality=-1
r.SSS.HalfRes=1
r.SSGI.Quality=2
r.EmitterSpawnRateScale=0.5
r.ParticleLightQuality=1
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice=2
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=16.0
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=4.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=64.0
r.SkyAtmosphere.SampleCountMin=4.0
r.SkyAtmosphere.SampleCountMax=64.0
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=0
r.SkyAtmosphere.TransmittanceLUT.SampleCount=10.0
r.SkyAtmosphere.MultiScatteringLUT.SampleCount=15.0
r.SkyLight.RealTimeReflectionCapture=1
fx.Niagara.QualityLevel=2
[EffectsQuality@3]
r.TranslucencyLightingVolumeDim=64
r.RefractionQuality=2
r.SSR.Quality=3
r.SSR.HalfResSceneColor=0
r.SceneColorFormat=4
r.DetailMode=2
r.TranslucencyVolumeBlur=1
r.MaterialQualityLevel=1 ; High quality
r.AnisotropicMaterials=1
r.SSS.Scale=1
r.SSS.SampleSet=2
r.SSS.Quality=1
r.SSS.HalfRes=0
r.SSGI.Quality=3
r.EmitterSpawnRateScale=1.0
r.ParticleLightQuality=2
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice=4
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=16.0
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=4.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=128.0
r.SkyAtmosphere.SampleCountMin=4.0
r.SkyAtmosphere.SampleCountMax=128.0
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=0
r.SkyAtmosphere.TransmittanceLUT.SampleCount=10.0
r.SkyAtmosphere.MultiScatteringLUT.SampleCount=15.0
r.SkyLight.RealTimeReflectionCapture=1
fx.Niagara.QualityLevel=3
[EffectsQuality@Cine]
r.TranslucencyLightingVolumeDim=64
r.RefractionQuality=2
r.SSR.Quality=4
r.SSR.HalfResSceneColor=0
r.SceneColorFormat=4
r.DetailMode=2
r.TranslucencyVolumeBlur=1
r.MaterialQualityLevel=1 ; High quality
r.AnisotropicMaterials=1
r.SSS.Scale=1
r.SSS.SampleSet=2
r.SSS.Quality=1
r.SSS.HalfRes=0
r.SSGI.Quality=4
r.EmitterSpawnRateScale=1.0
r.ParticleLightQuality=2
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=0
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice=8
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=32.0
r.SkyAtmosphere.FastSkyLUT=0
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=4.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=256.0
r.SkyAtmosphere.SampleCountMin=8.0
r.SkyAtmosphere.SampleCountMax=256.0
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=0
r.SkyAtmosphere.TransmittanceLUT.SampleCount=30.0
r.SkyAtmosphere.MultiScatteringLUT.SampleCount=20.0
r.SkyLight.RealTimeReflectionCapture=1
fx.Niagara.QualityLevel=4
;-----------------------------------------------------------------------------------------------------------------
[FoliageQuality@0]
foliage.DensityScale=0
grass.DensityScale=0
;foliage.DiscardDataOnLoad=1 ; having this enabled will reduce ram use but will require reloading the level when changing FoliageQuality setting
;grass.DiscardDataOnLoad=1 ; having this enabled will reduce ram use but will require reloading the level when changing FoliageQuality setting
[FoliageQuality@1]
foliage.DensityScale=0.4
grass.DensityScale=0.4
;foliage.DiscardDataOnLoad=0
;grass.DiscardDataOnLoad=0
[FoliageQuality@2]
foliage.DensityScale=0.8
grass.DensityScale=0.8
;foliage.DiscardDataOnLoad=0
;grass.DiscardDataOnLoad=0
[FoliageQuality@3]
foliage.DensityScale=1.0
grass.DensityScale=1.0
;foliage.DiscardDataOnLoad=0
;grass.DiscardDataOnLoad=0
[FoliageQuality@Cine]
foliage.DensityScale=1.0
grass.DensityScale=1.0
;foliage.DiscardDataOnLoad=0
;grass.DiscardDataOnLoad=0
;-----------------------------------------------------------------------------------------------------------------
[ShadingQuality@0]
r.HairStrands.SkyLighting.IntegrationType=2
r.HairStrands.SkyAO.SampleCount=4
r.HairStrands.Visibility.MSAA.SamplePerPixel=1
r.HairStrands.Interpolation.UseSingleGuide=1
[ShadingQuality@1]
r.HairStrands.SkyLighting.IntegrationType=2
r.HairStrands.SkyAO.SampleCount=4
r.HairStrands.Visibility.MSAA.SamplePerPixel=1
r.HairStrands.Interpolation.UseSingleGuide=1
[ShadingQuality@2]
r.HairStrands.SkyLighting.IntegrationType=2
r.HairStrands.SkyAO.SampleCount=4
r.HairStrands.Visibility.MSAA.SamplePerPixel=4
r.HairStrands.Interpolation.UseSingleGuide=1
[ShadingQuality@3]
r.HairStrands.SkyLighting.IntegrationType=2
r.HairStrands.SkyAO.SampleCount=4
r.HairStrands.Visibility.MSAA.SamplePerPixel=4
r.HairStrands.Interpolation.UseSingleGuide=0
[ShadingQuality@Cine]
r.HairStrands.SkyLighting.IntegrationType=0
r.HairStrands.SkyAO.SampleCount=8
r.HairStrands.Visibility.MSAA.SamplePerPixel=8
r.HairStrands.Interpolation.UseSingleGuide=0

View file

@ -0,0 +1,96 @@
; ConsoleVariables.ini
;
; Why we have this file:
; A developer can change it locally to save time not having to type repetitive console variable settings.
; This file should be in the source control database (for the comments and to know where to find it) but kept empty expect from comments.
;
; Details:
; This file allows to set console variables (cvars) on engine startup (order is not defined).
; This is the only ini file where we allow to load cvars marked as ECVF_Cheat. We don't load this file when compiling UE_BUILD_SHIPPING or UE_BUILD_TEST.
; The variables need to be in the section called [Startup] (typical ini file syntax).
; The name comparison is not case sensitive and if the variable doesn't exists it's silently ignored.
; Lines are commented by a leading ";"
; Using a friendly name (e.g. Yes, No, True, False, On, Off) is supported and it converts those into 0 or 1.
;
; Other way to set cvars:
; in engine ini files (e.g. BaseEngine.ini, DefaultEngine.ini) in the [SystemSettings] section
; from the in game console or in editor OutputLog
; Device Profiles
; Platform settings (editor UI)
;
; What if the cvar wasn't created yet:
; The system creates a dummy cvar which is hidden by the system until someone creates a cvar with that name, then it copies over it's value.
; This is also the reason why there is no error message if a cvar doesn't exits.
;
; Example file content:
; [Startup]
; r.FogDensity = 0.9
; post.ImageGrain = 0.5
;
; ###########################################################################################################
[Startup]
; Uncomment to get detailed logs on shader compiles and the opportunity to retry on errors
;r.ShaderDevelopmentMode=1
; Uncomment to dump shaders in the Saved folder (1 dump all, 2 dump on compilation failure only, 3 dump on compilation failure or warnings)
; Warning: leaving this on for a while will fill your hard drive with many small files and folders
;r.DumpShaderDebugInfo=1
; When this is enabled, dumped shader paths will get collapsed (in the cases where paths are longer than the OS's max)
;r.DumpShaderDebugShortNames=1
; When this is enabled, when dumping shaders an additional file to use with ShaderCompilerWorker -direct mode will be generated
;r.DumpShaderDebugWorkerCommandLine=1
; When this is enabled, shader compiler warnings are emitted to the log for all shaders as they are loaded (either from the DDC or from a shader compilation job).
;r.ShaderCompiler.EmitWarningsOnLoad=1
; When this is enabled, shader compiler will cache jobs with the same input (works essentially like in-memory transient DDC for each shader).
; Among other things, this reduces shader compilation in the material editor. Disable when you need to debug the shaders or the cache itself.
;r.ShaderCompiler.JobCache=0
; Uncomment to disable parallel rendering
;r.RHICmdBypass=1
; Uncomment to disable parallel mesh draw command setup
;r.MeshDrawCommands.ParallelPassSetup=0
; Uncomment to disable cached mesh draw commands
;r.MeshDrawCommands.UseCachedCommands=0
; Uncomment to get render graph executing passes as they get created to easily debug crashes caused by pass wiring logic.
;r.RDG.ImmediateMode=1
; Uncomment to get render graph to emit warnings for inneficiencies that are normally too CPU costly, and have draw event names
; formatting even if frame are not emiting draw events.
;r.RDG.Debug=1
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
;Uncomment to compile shaders in proc of the running UE process. Useful for debugging the shader compilation pipeline.
;r.Shaders.AllowCompilingThroughWorkers=0
; Uncomment when running with a graphical debugger (but not when profiling)
;r.Shaders.Optimize=0
; When this is enabled, shaders will have extra debugging info. This could change patch sizes, uniqueness, etc and will recompile the shaders
;r.Shaders.KeepDebugInfo=1
; Uncomment to skip shader compression. Can save a significant time when using debug shaders.
;r.Shaders.SkipCompression=1
; If Linux editor crashes in FMallocBinned with callstack that mentions MeshUtilities, you may need to uncomment this.
;r.TriangleOrderOptimization=2
; Uncomment to disable engine and app registration, e.g. to disable GPU driver optimizations during debugging and development
; (Setting r.ShaderDevelopmentMode=1 will also disable engine and app registration)
;r.DisableEngineAndAppRegistration=1
; Uncomment to enable frame markers in D3D12 for the Radeon GPU Profiler (RGP)
; (Vulkan will auto-enable frame markers for RGP, but in D3D12, they have to be enabled manually for now.)
;D3D12.EmitRgpFrameMarkers=1
;r.AsyncPipelineCompile=0
net.UseAdaptiveNetUpdateFrequency=0
; 0 effectively disables physx, 1 allows physx to still run alongside ChaosPhysics
p.chaos.AllowCreatePhysxBodies=1
;Bypass compiler optimizations to speed up Niagara compilation
fx.SkipVectorVMBackendOptimizations=1
; Comment this out to turn off audio submix effects.
;au.BypassAllSubmixEffects=0

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[DataDrivenPlatformInfo]
bIsConfidential=false
Freezing_MaxFieldAlignment=8
Freezing_bAlignBases=true
; Oodle is not supported on this platform so force something else to be used (Zlib or None) :
HardwareCompressionFormat=Zlib
[PlatformInfo HoloLens]
TargetPlatformName=HoloLens
DisplayName=HoloLens
PlatformType=Game
PlatformFlags=None
NormalIconPath=Launcher/Windows/Platform_WindowsNoEditor_24x
LargeIconPath=Launcher/Windows/Platform_WindowsNoEditor_128x
XLargeIconPath=
UATCommandLine=-targetplatform=HoloLens
AutoSDKPath=
TutorialPath=SharingAndReleasing/XRDevelopment/AR/ARPlatforms/HoloLens
Windows:bIsEnabled=true
Mac:bIsEnabled=false
Linux:bIsEnabled=false
BinariesDirectoryName=HoloLens
IniPlatformName=HoloLens
bUsesHostCompiler=true
bTargetPlatformCanUseCrashReporter=false;
bUATClosesAfterLaunch=false
UBTTargetID=HoloLens
PlatformGroupName=Mobile

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[Audio]
AudioDeviceModuleName=XAudio2
; Defining below allows switching to audio mixer using -audiomixer commandline
AudioMixerModuleName=AudioMixerXAudio2
UseAudioMixer=True
; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
PlatformHeadroomDB=0
[TextureStreaming]
; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming)
PoolSizeVRAMPercentage=70
[SystemSettings]
r.setres=1280x720
; Enable IPv6 by default on Hololens
net.DisableIPv6=0
[/Script/HoloLensPlatformEditor.HoloLensTargetSettings]
Windows10SDKVersion=10.0.18362.0
AudioMaxChannels=23

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[Staging]
+WhitelistDirectories=Engine/Binaries/ThirdParty/Windows

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[OnlineSubsystem]
NativePlatformService=IOS
LocalPlatformName=IOS
[Audio]
AudioCaptureModuleName=AudioCaptureAudioUnit
[Ping]
StackSize=0

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[DataDrivenPlatformInfo]
bIsConfidential=false
AudioCompressionSettingsIniSectionName=/Script/IOSRuntimeSettings.IOSRuntimeSettings
bIsInteractablePlatform=true
bHasDedicatedGamepad=false
bIsGenericPC=false
bInputSupportConfigurable=false
DefaultInputType=Touch
bSupportsMouseAndKeyboard=false
bSupportsGamepad=true
bCanChangeGamepadType=true
bSupportsTouch=true
[PlatformInfo IOS]
TargetPlatformName=IOS
DisplayName=iOS
PlatformType=Game
PlatformFlags=None
NormalIconPath=Launcher/IOS/Platform_IOS_24x
LargeIconPath=Launcher/IOS/Platform_IOS_128x
XLargeIconPath=
UATCommandLine=
AutoSDKPath=
Windows:TutorialPath=SharingAndReleasing/Mobile/iOS
Mac:TutorialPath=SharingAndReleasing/Mobile/iOS
Linux:TutorialPath=SharingAndReleasing/Mobile/iOS
Windows:bIsEnabled=true
Mac:bIsEnabled=true
Linux:bIsEnabled=false
BinariesDirectoryName=IOS
IniPlatformName=IOS
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=IOS
PlatformGroupName=Mobile
[PlatformInfo IOSClient]
TargetPlatformName=IOSClient
DisplayName=iOS (Client-only)
PlatformType=Client
PlatformFlags=None
NormalIconPath=Launcher/IOS/Platform_IOS_24x
LargeIconPath=Launcher/IOS/Platform_IOS_24x
XLargeIconPath=
UATCommandLine=-client
AutoSDKPath=
Windows:TutorialPath=SharingAndReleasing/Mobile/iOS
Mac:TutorialPath=SharingAndReleasing/Mobile/iOS
Linux:TutorialPath=SharingAndReleasing/Mobile/iOS
Windows:bIsEnabled=true
Mac:bIsEnabled=true
Linux:bIsEnabled=false
BinariesDirectoryName=IOS
IniPlatformName=IOS
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=IOS
PlatformGroupName=Mobile
[PreviewPlatform IOSMetal]
PlatformName=IOS
ShaderFormat=SF_METAL
ActiveIconName=LevelEditor.PreviewMode.iOS.Enabled
InactiveIconName=LevelEditor.PreviewMode.iOS.Disabled
MenuText=NSLOCTEXT("PreviewPlatform", "PreviewMenuText_iOS", "iOS")
MenuTooltip=NSLOCTEXT("PreviewPlatform", "PreviewMenuTooltip_iOS", "Mobile preview using iOS material quality settings.")
IconText=NSLOCTEXT("PreviewPlatform", "PreviewIconText_iOS", "iOS")
DeviceProfileName=IOS
[PreviewPlatform IOSMetalSM5]
PlatformName=IOS
ShaderFormat=SF_METAL_MRT
EnabledCVar=ini:Engine:IOS:/Script/IOSRuntimeSettings.IOSRuntimeSettings:bSupportsMetalMRT
ActiveIconName=LevelEditor.PreviewMode.iOSSM5.Enabled
InactiveIconName=LevelEditor.PreviewMode.iOSSM5.Disabled
MenuText=NSLOCTEXT("PreviewPlatform", "PreviewMenuText_iOSSM5", "iOS (SM5 Renderer)")
MenuTooltip=NSLOCTEXT("PreviewPlatform", "PreviewMenuTooltip_iOSSM5", "Mobile preview using iOS SM5 material quality settings.")
IconText=NSLOCTEXT("PreviewPlatform", "PreviewIconText_iOSSM5", "iOS SM5")
DeviceProfileName=IOS

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[/Script/Engine.Engine]
; DefaultBloomKernel is not used on mobile
DefaultBloomKernelTextureName=/Engine/EngineResources/DefaultTexture.DefaultTexture
[/Script/Engine.GarbageCollectionSettings]
gc.MaxObjectsInGame=131072
[PlatformCrypto]
PlatformRequiresDataCrypto=True
PakSigningRequired=False
[Audio]
AudioDeviceModuleName=IOSAudio
;Uncomment below and comment out above line to enable new audio mixer
;AudioDeviceModuleName=AudioMixerAudioUnit
; Defining below allows switching to audio mixer using -audiomixer commandline
AudioMixerModuleName=AudioMixerAudioUnit
; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
UseAudioMixer=true
PlatformHeadroomDB=-6
[PlatformMemoryBuckets]
DefaultMemoryBucket_MinGB=4
SmallerMemoryBucket_MinGB=3
SmallestMemoryBucket_MinGB=2
[OnlineSubsystem]
DefaultPlatformService=IOS
[Advertising]
DefaultProviderName=IOSAdvertising
[DeviceProfileManager]
DeviceProfileSelectionModule="IOSDeviceProfileSelector"
[OnlineSubsystemIOS.Store]
bSupportsInAppPurchasing=true
bUseStoreV2=true
[SlateRenderer]
NumPreallocatedVertices=200
[LocalNotification]
DefaultPlatformService=IOSLocalNotification
[ConsoleVariables]
Slate.CacheRenderData=0
r.HairStrands.Simulation=0
r.HairStrands.Strands=0
r.HairStrands.Binding=0
[TextureStreaming]
; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming)
PoolSizeVRAMPercentage=70
[MemoryMappedFiles]
MasterEnable=true
Alignment=16384
[HTTP]
MaxFlushTimeSeconds=2.0
[BackgroundHttp.iOSSettings]
;While the app is in the forground, time out if we don't get a response in this timeframe
ActiveReceiveTimeout=30
;While the app is in the background, time out if we don't get a response in this timeframe
BackgroundReceiveTimeout=120
;Regardless of app state, if the download hasn't finished in this long, time out
BackgroundHttpResourceTimeout=3600
;If retry data exists for a task, how many times we should try using the Retry data before moving onto a different CDN. ( -1 = unlimited )
RetryResumeDataLimit=3;
[Plugins]
+EnabledPlugins=Crashlytics
[SystemSettings]
; iOS should always have IPv6 support on
net.DisableIPv6=0
[/Script/Engine.RendererSettings]
r.DistanceFields=0
[AlternateTextureCompression]
TextureCompressionFormat=""
TextureFormatPrefix=""

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[Staging]
+RemapDirectories=(From="Engine/Plugins/Lumin", To="Engine/Plugins/MagicLeap")

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; ------------------------------------------------------------------------------
; Foliage settings
; ------------------------------------------------------------------------------
[FoliageQuality@0]
foliage.DensityScale=0.5
grass.DensityScale=0.5
[FoliageQuality@1]
grass.densityScale=0.8
grass.CullDistanceScale=0.8
foliage.DensityScale=0.8
[FoliageQuality@2]
grass.densityScale=1.0
grass.CullDistanceScale=1.0
foliage.DensityScale=1.0
[FoliageQuality@3]
grass.densityScale=1.0
grass.CullDistanceScale=1.0
foliage.DensityScale=1.0
; ------------------------------------------------------------------------------
; View distance settings
; ------------------------------------------------------------------------------
[ViewDistanceQuality@0]
r.ViewDistanceScale=0.70
r.NeverOcclusionTestDistance=2000
[ViewDistanceQuality@1]
r.ViewDistanceScale=1.0
r.NeverOcclusionTestDistance=2000
[ViewDistanceQuality@2]
r.ViewDistanceScale=1.0
r.NeverOcclusionTestDistance=2000
[ViewDistanceQuality@3]
r.ViewDistanceScale=1.0
r.NeverOcclusionTestDistance=2000
; ------------------------------------------------------------------------------
; Shadow settings
; ------------------------------------------------------------------------------
[ShadowQuality@0]
r.ShadowQuality=0
r.Shadow.MaxCSMResolution=1024
r.Shadow.DistanceScale=0.5
r.Shadow.CSM.MaxCascades=1
r.Shadow.RadiusThreshold=0.06
[ShadowQuality@1]
r.ShadowQuality=1
r.Shadow.MaxCSMResolution=1024
r.Shadow.DistanceScale=0.7
r.Shadow.CSM.MaxCascades=1
r.Shadow.RadiusThreshold=0.06
[ShadowQuality@2]
r.ShadowQuality=1
r.Shadow.MaxCSMResolution=2048
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.MaxCascades=2
r.Shadow.RadiusThreshold=0.06
[ShadowQuality@3]
r.ShadowQuality=2
r.Shadow.MaxCSMResolution=2048
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.MaxCascades=2
r.Shadow.RadiusThreshold=0.06
; ------------------------------------------------------------------------------
; Postprocess settings
; ------------------------------------------------------------------------------
[PostProcessQuality@0]
r.Tonemapper.Quality=1
r.BloomQuality=0
r.DepthOfFieldQuality=0
r.LightShaftQuality=0
r.Mobile.AmbientOcclusionQuality=0
r.Mobile.PixelProjectedReflectionQuality=0
[PostProcessQuality@1]
r.Tonemapper.Quality=2
r.BloomQuality=1
r.DepthOfFieldQuality=0
r.LightShaftQuality=0
r.Mobile.AmbientOcclusionQuality=0
r.Mobile.PixelProjectedReflectionQuality=0
[PostProcessQuality@2]
r.Tonemapper.Quality=3
r.BloomQuality=1
r.DepthOfFieldQuality=0
r.LightShaftQuality=0
[PostProcessQuality@3]
r.Tonemapper.Quality=3
r.BloomQuality=1
r.DepthOfFieldQuality=1
r.LightShaftQuality=1
; ------------------------------------------------------------------------------
; Effects settings
; ------------------------------------------------------------------------------
[EffectsQuality@0]
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=4
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=1.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=8.0
r.SkyAtmosphere.FastSkyLUT.Width=96
r.SkyAtmosphere.FastSkyLUT.Height=50
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
r.RefractionQuality=0
fx.Niagara.QualityLevel=0
[EffectsQuality@1]
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=4
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=1.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=8.0
r.SkyAtmosphere.FastSkyLUT.Width=96
r.SkyAtmosphere.FastSkyLUT.Height=50
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
r.RefractionQuality=0
fx.Niagara.QualityLevel=0
[EffectsQuality@2]
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=4
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=1.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=8.0
r.SkyAtmosphere.FastSkyLUT.Width=96
r.SkyAtmosphere.FastSkyLUT.Height=50
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
r.RefractionQuality=1
fx.Niagara.QualityLevel=0
[EffectsQuality@3]
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=4
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=1.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=8.0
r.SkyAtmosphere.FastSkyLUT.Width=96
r.SkyAtmosphere.FastSkyLUT.Height=50
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
r.RefractionQuality=1
fx.Niagara.QualityLevel=1
; ------------------------------------------------------------------------------
; Texture settings
; ------------------------------------------------------------------------------
[TextureQuality@0]
r.MaxAnisotropy=1
[TextureQuality@1]
r.MaxAnisotropy=1
[TextureQuality@2]
r.MaxAnisotropy=2
[TextureQuality@3]
r.MaxAnisotropy=4
[ScalabilityPreview]
; don't want to preview any texture streaming changes in the editor
BlacklistCVars=r.MaxAnisotropy
+BlacklistCVars=r.Streaming.Boost
+BlacklistCVars=r.Streaming.AmortizeCPUToGPUCopy
+BlacklistCVars=r.Streaming.MaxNumTexturesToStreamPerFrame
+BlacklistCVars=r.Streaming.PoolSize

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[DataDrivenPlatformInfo]
IniParent=Unix
bIsInteractablePlatform=true
bHasDedicatedGamepad=false
bDefaultInputStandardKeyboard=true
bInputSupportConfigurable=true
DefaultInputType=MouseAndKeyboard
bSupportsMouseAndKeyboard=true
bSupportsGamepad=true
bCanChangeGamepadType=true
bSupportsTouch=false
[PlatformInfo Linux]
TargetPlatformName=Linux
DisplayName=Linux (Editor)
PlatformType=Editor
PlatformFlags=None
NormalIconPath=Launcher/Linux/Platform_Linux_24x
LargeIconPath=Launcher/Linux/Platform_Linux_128x
XLargeIconPath=
UATCommandLine=
AutoSDKPath=Linux_x64
TutorialPath=SharingAndReleasing/Linux
Windows:bIsEnabled=true
Mac:bIsEnabled=false
Linux:bIsEnabled=true
BinariesDirectoryName=Linux
IniPlatformName=Linux
Windows:bUsesHostCompiler=false
Linux:bUsesHostCompiler=true
bUATClosesAfterLaunch=true
UBTTargetID=Linux
PlatformGroupName=Desktop
PlatformSubMenu=Linux
[PlatformInfo LinuxNoEditor]
TargetPlatformName=LinuxNoEditor
DisplayName=Linux
PlatformType=Game
PlatformFlags=None
NormalIconPath=Launcher/Linux/Platform_Linux_24x
LargeIconPath=Launcher/Linux/Platform_Linux_128x
XLargeIconPath=
UATCommandLine=-targetplatform=Linux
AutoSDKPath=Linux_x64
TutorialPath=SharingAndReleasing/Linux
Windows:bIsEnabled=true
Mac:bIsEnabled=false
Linux:bIsEnabled=true
BinariesDirectoryName=Linux
IniPlatformName=Linux
Windows:bUsesHostCompiler=false
Linux:bUsesHostCompiler=true
bUATClosesAfterLaunch=true
UBTTargetID=Linux
PlatformGroupName=Desktop
PlatformSubMenu=Linux
[PlatformInfo LinuxClient]
TargetPlatformName=LinuxClient
DisplayName=Linux (Client-only)
PlatformType=Client
PlatformFlags=None
NormalIconPath=Launcher/Linux/Platform_Linux_24x
LargeIconPath=Launcher/Linux/Platform_Linux_128x
XLargeIconPath=
UATCommandLine=-client
AutoSDKPath=Linux_x64
TutorialPath=SharingAndReleasing/Linux
Windows:bIsEnabled=true
Mac:bIsEnabled=false
Linux:bIsEnabled=true
BinariesDirectoryName=Linux
IniPlatformName=Linux
Windows:bUsesHostCompiler=false
Linux:bUsesHostCompiler=true
bUATClosesAfterLaunch=true
UBTTargetID=Linux
PlatformGroupName=Desktop
PlatformSubMenu=Linux
[PlatformInfo LinuxServer]
TargetPlatformName=LinuxServer
DisplayName=Linux (Dedicated Server)
PlatformType=Server
PlatformFlags=None
NormalIconPath=Launcher/Linux/Platform_Linux_24x
LargeIconPath=Launcher/Linux/Platform_Linux_128x
XLargeIconPath=
UATCommandLine=
AutoSDKPath=Linux_x64
TutorialPath=SharingAndReleasing/Linux
Windows:bIsEnabled=true
Mac:bIsEnabled=false
Linux:bIsEnabled=true
BinariesDirectoryName=Linux
IniPlatformName=Linux
Windows:bUsesHostCompiler=false
Linux:bUsesHostCompiler=true
bUATClosesAfterLaunch=true
UBTTargetID=Linux
PlatformGroupName=Desktop
PlatformSubMenu=Linux

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[Audio]
; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
PlatformHeadroomDB=0
[SystemSettings]
r.setres=1280x720
fx.NiagaraAllowRuntimeScalabilityChanges=1
[SystemSettingsEditor]
;r.RHICmdBypass=1
[/Script/SourceCodeAccess.SourceCodeAccessSettings]
PreferredAccessor=NullSourceCodeAccessor
[TextureStreaming]
; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming)
PoolSizeVRAMPercentage=70
[DeviceProfileManager]
DeviceProfileSelectionModule="LinuxDeviceProfileSelector"
[ConsoleVariables]
; [RCL] 2017-10-09: if you get a crash with CacheOptimizeIndexBuffer, uncomment the line below and report a problem (refer to UE-23791).
;r.TriangleOrderOptimization=2
; larger timeout since drivers may take longer time
g.TimeoutForBlockOnRenderFence=60000
[PlatformCrypto]
PlatformRequiresDataCrypto=True
[OnlineSubsystem]
LocalPlatformName=LNX

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[Staging]
+RemapDirectories=(From="Engine/Plugins/Lumin", To="Engine/Plugins/MagicLeap")

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[DataDrivenPlatformInfo]
IniParent=Unix
bIsConfidential=false
bIsInteractablePlatform=true
bHasDedicatedGamepad=false
bDefaultInputStandardKeyboard=true
bInputSupportConfigurable=true
DefaultInputType=MouseAndKeyboard
bSupportsMouseAndKeyboard=true
bSupportsGamepad=true
bCanChangeGamepadType=true
bSupportsTouch=false
[PlatformInfo LinuxAArch64NoEditor]
TargetPlatformName=LinuxAArch64NoEditor
DisplayName=Linux (AArch64)
PlatformType=Game
PlatformFlags=BuildFlavor
NormalIconPath=Launcher/Linux/Platform_Linux_24x
LargeIconPath=Launcher/Linux/Platform_Linux_128x
XLargeIconPath=
UATCommandLine=-targetplatform=LinuxAArch64
AutoSDKPath=Linux_x64
TutorialPath=SharingAndReleasing/Linux
Windows:bIsEnabled=true
Mac:bIsEnabled=false
Linux:bIsEnabled=true
BinariesDirectoryName=LinuxAArch64
IniPlatformName=LinuxAArch64
Windows:bUsesHostCompiler=false
Linux:bUsesHostCompiler=true
bUATClosesAfterLaunch=true
UBTTargetID=LinuxAArch64
PlatformGroupName=Mobile
PlatformSubMenu=Linux
[PlatformInfo LinuxAArch64Client]
TargetPlatformName=LinuxAArch64Client
DisplayName=LinuxAArch64 (Client-only)
PlatformType=Client
PlatformFlags=None
NormalIconPath=Launcher/Linux/Platform_Linux_24x
LargeIconPath=Launcher/Linux/Platform_Linux_128x
XLargeIconPath=
UATCommandLine=-client
AutoSDKPath=Linux_x64
TutorialPath=SharingAndReleasing/Linux
Windows:bIsEnabled=true
Mac:bIsEnabled=false
Linux:bIsEnabled=true
BinariesDirectoryName=LinuxAArch64
IniPlatformName=LinuxAArch64
Windows:bUsesHostCompiler=false
Linux:bUsesHostCompiler=true
bUATClosesAfterLaunch=true
UBTTargetID=LinuxAArch64
PlatformGroupName=Mobile
PlatformSubMenu=Linux
[PlatformInfo LinuxAArch64Server]
TargetPlatformName=LinuxAArch64Server
DisplayName=LinuxAArch64 (Dedicated Server)
PlatformType=Server
PlatformFlags=None
NormalIconPath=Launcher/Linux/Platform_Linux_24x
LargeIconPath=Launcher/Linux/Platform_Linux_128x
XLargeIconPath=
UATCommandLine=
AutoSDKPath=Linux_x64
TutorialPath=SharingAndReleasing/Linux
Windows:bIsEnabled=true
Mac:bIsEnabled=false
Linux:bIsEnabled=true
BinariesDirectoryName=LinuxAArch64
IniPlatformName=LinuxAArch64
Windows:bUsesHostCompiler=false
Linux:bUsesHostCompiler=true
bUATClosesAfterLaunch=true
UBTTargetID=LinuxAArch64
PlatformGroupName=Mobile
PlatformSubMenu=Linux

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[Audio]
; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
PlatformHeadroomDB=0
[SystemSettings]
r.setres=1280x720
[SystemSettingsEditor]
;r.RHICmdBypass=1
[/Script/SourceCodeAccess.SourceCodeAccessSettings]
PreferredAccessor=NullSourceCodeAccessor
[TextureStreaming]
; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming)
PoolSizeVRAMPercentage=70
[DeviceProfileManager]
DeviceProfileSelectionModule="LinuxDeviceProfileSelector"
[ConsoleVariables]
; [RCL] 2017-10-09: if you get a crash with CacheOptimizeIndexBuffer, uncomment the line below and report a problem (refer to UE-23791).
;r.TriangleOrderOptimization=2
; larger timeout since drivers may take longer time
g.TimeoutForBlockOnRenderFence=60000
[PlatformCrypto]
PlatformRequiresDataCrypto=True
[CrashReportClient]
bAgreeToCrashUpload=true

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[CommonSettings]
ManifestDependencies=Content/Localization/Editor/Editor.manifest
SourcePath=Content/Localization/Category
DestinationPath=Content/Localization/Category
ManifestName=Category.manifest
ArchiveName=Category.archive
PortableObjectName=Category.po
NativeCulture=en
CulturesToGenerate=es
CulturesToGenerate=en
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=zh-Hans
;Gather text from metadata
[GatherTextStep0]
CommandletClass=GatherTextFromMetaData
ModulesToPreload=StructViewer
ModulesToPreload=MeshPaintMode
ModulesToPreload=LandscapeEditor
IncludePathFilters=Source/Editor/*
IncludePathFilters=Source/Runtime/*
IncludePathFilters=Source/Developer/*
IncludePathFilters=Plugins/*
ExcludePathFilters=*/NoRedist/*
ExcludePathFilters=*/NotForLicensees/*
InputKeys=Category
OutputNamespaces=UObjectCategory
OutputKeys="{MetaDataValue}"
ShouldGatherFromEditorOnlyData=true
;Write Manifest
[GatherTextStep1]
CommandletClass=GenerateGatherManifest
;Write Archives
[GatherTextStep2]
CommandletClass=GenerateGatherArchive
bPurgeOldEmptyEntries=true
;Import localized PO files
[GatherTextStep3]
CommandletClass=InternationalizationExport
bImportLoc=true
;Write Localized Text Resource
[GatherTextStep4]
CommandletClass=GenerateTextLocalizationResource
ResourceName=Category.locres
;Export to PO files
[GatherTextStep5]
CommandletClass=InternationalizationExport
bExportLoc=true
;Write Text Localization Report
[GatherTextStep6]
CommandletClass=GenerateTextLocalizationReport
DestinationPath=\\epicgames.net\root\UE3\Localization\WordCounts
bWordCountReport=true
WordCountReportName=Category.csv
bConflictReport=true
ConflictReportName=CategoryConflicts.txt

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[CommonSettings]
ManifestDependencies=Content/Localization/Engine/Engine.manifest
SourcePath=Content/Localization/Editor
DestinationPath=Content/Localization/Editor
ManifestName=Editor.manifest
ArchiveName=Editor.archive
PortableObjectName=Editor.po
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=es
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=zh-Hans
;Gather text from source code
[GatherTextStep0]
CommandletClass=GatherTextFromSource
SearchDirectoryPaths=Source/Editor/
SearchDirectoryPaths=Plugins/
ExcludePathFilters=Plugins/Online/*
ExcludePathFilters=Plugins/Runtime/HTTPChunkInstaller/*
ExcludePathFilters=*/NoRedist/*
ExcludePathFilters=*/NotForLicensees/*
ExcludePathFilters=*/ThirdParty/*
FileNameFilters=*.cpp
FileNameFilters=*.h
FileNameFilters=*.c
FileNameFilters=*.inl
FileNameFilters=*.mm
ShouldGatherFromEditorOnlyData=true
;Gather text from assets
[GatherTextStep1]
CommandletClass=GatherTextFromAssets
IncludePathFilters=Content/Editor/*
IncludePathFilters=Content/Editor*
PackageFileNameFilters=*.umap
PackageFileNameFilters=*.uasset
bFixBroken=false
ShouldGatherFromEditorOnlyData=true
;Gather text from metadata
[GatherTextStep2]
CommandletClass=GatherTextFromMetaData
ModulesToPreload=StructViewer
ModulesToPreload=MeshPaintMode
ModulesToPreload=LandscapeEditor
IncludePathFilters=Source/Editor/*
IncludePathFilters=Source/Runtime/*
IncludePathFilters=Source/Developer/*
IncludePathFilters=Plugins/*
ExcludePathFilters=*/NoRedist/*
ExcludePathFilters=*/NotForLicensees/*
FieldTypesToInclude=Property
; general settings
FieldOwnerTypesToInclude=DeveloperSettings
FieldOwnerTypesToInclude=*Settings
; explict settings missed by the above filters
FieldOwnerTypesToInclude=AISystem
FieldOwnerTypesToInclude=CrowdManager
FieldOwnerTypesToInclude=Engine
FieldOwnerTypesToInclude=GameplayDebuggerConfig
FieldOwnerTypesToInclude=InternationalizationSettingsModel
FieldOwnerTypesToInclude=NavigationSystemV1
FieldOwnerTypesToInclude=PersonaOptions
FieldOwnerTypesToInclude=RecastNavMesh
; modes panel
FieldOwnerTypesToInclude=*Landscape*
InputKeys=DisplayName
OutputNamespaces=UObjectDisplayNames
OutputKeys="{FieldPath}"
InputKeys=Category
OutputNamespaces=UObjectCategory
OutputKeys="{MetaDataValue}"
ShouldGatherFromEditorOnlyData=true
;Write Manifest
[GatherTextStep3]
CommandletClass=GenerateGatherManifest
;Write Archives
[GatherTextStep4]
CommandletClass=GenerateGatherArchive
bPurgeOldEmptyEntries=true
;Import localized PO files
[GatherTextStep5]
CommandletClass=InternationalizationExport
bImportLoc=true
;Write Localized Text Resource
[GatherTextStep6]
CommandletClass=GenerateTextLocalizationResource
ResourceName=Editor.locres
;Export to PO files
[GatherTextStep7]
CommandletClass=InternationalizationExport
bExportLoc=true
;Write Text Localization Report
[GatherTextStep8]
CommandletClass=GenerateTextLocalizationReport
DestinationPath=\\epicgames.net\root\UE3\Localization\WordCounts
bWordCountReport=true
WordCountReportName=Editor.csv
bConflictReport=true
ConflictReportName=EditorConflicts.txt

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[CommonSettings]
ManifestDependencies=Content/Localization/Engine/Engine.manifest
ManifestDependencies=Content/Localization/Editor/Editor.manifest
ManifestDependencies=Content/Localization/Category/Category.manifest
ManifestDependencies=Content/Localization/Keywords/Keywords.manifest
ManifestDependencies=Content/Localization/PropertyNames/PropertyNames.manifest
ManifestDependencies=Content/Localization/ToolTips/ToolTips.manifest
SourcePath=Content/Localization/EditorTutorials
DestinationPath=Content/Localization/EditorTutorials
ManifestName=EditorTutorials.manifest
ArchiveName=EditorTutorials.archive
PortableObjectName=EditorTutorials.po
NativeCulture=en
CulturesToGenerate=es
CulturesToGenerate=en
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=zh-Hans
ModulesToPreload=IntroTutorials
;Gather text from assets
[GatherTextStep0]
CommandletClass=GatherTextFromAssets
IncludePathFilters=Content/Tutorial/*
PackageFileNameFilters=*.umap
PackageFileNameFilters=*.upk
PackageFileNameFilters=*.uasset
bFixBroken=false
ShouldGatherFromEditorOnlyData=true
;Write Manifest
[GatherTextStep1]
CommandletClass=GenerateGatherManifest
;Write Archives
[GatherTextStep2]
CommandletClass=GenerateGatherArchive
bPurgeOldEmptyEntries=true
;Import localized PO files
[GatherTextStep3]
CommandletClass=InternationalizationExport
bImportLoc=true
;Write Localized Text Resource
[GatherTextStep4]
CommandletClass=GenerateTextLocalizationResource
ResourceName=EditorTutorials.locres
;Export to PO files
[GatherTextStep5]
CommandletClass=InternationalizationExport
bExportLoc=true
;Write Text Localization Report
[GatherTextStep6]
CommandletClass=GenerateTextLocalizationReport
DestinationPath=\\epicgames.net\root\UE3\Localization\WordCounts
bWordCountReport=true
WordCountReportName=EditorTutorials.csv
bConflictReport=true
ConflictReportName=EditorTutorialsConflicts.txt

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[CommonSettings]
SourcePath=Content/Localization/Engine
DestinationPath=Content/Localization/Engine
ManifestName=Engine.manifest
ArchiveName=Engine.archive
PortableObjectName=Engine.po
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=es
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=zh-Hans
;Gather text from source code
[GatherTextStep0]
CommandletClass=GatherTextFromSource
SearchDirectoryPaths=Source/Runtime/
SearchDirectoryPaths=Source/Developer/
SearchDirectoryPaths=Plugins/
SearchDirectoryPaths=Config/
SearchDirectoryPaths=Source/Programs/CrashReportClient/
ExcludePathFilters=Config/Localization/*
ExcludePathFilters=Source/Runtime/Online/BuildPatchServices/*
ExcludePathFilters=Plugins/*Editor*/*
ExcludePathFilters=Plugins/Online/*
ExcludePathFilters=Plugins/Runtime/HTTPChunkInstaller/*
ExcludePathFilters=*/NoRedist/*
ExcludePathFilters=*/NotForLicensees/*
ExcludePathFilters=*/ThirdParty/*
FileNameFilters=*.cpp
FileNameFilters=*.h
FileNameFilters=*.c
FileNameFilters=*.inl
FileNameFilters=*.mm
FileNameFilters=*.ini
ShouldGatherFromEditorOnlyData=true
;Gather text from assets
[GatherTextStep1]
CommandletClass=GatherTextFromAssets
IncludePathFilters=Content/*
ExcludePathFilters=Content/Editor/*
ExcludePathFilters=Content/Developers/*
ExcludePathFilters=Content/Localization/*
ExcludePathFilters=Content/TestPackages/*
ExcludePathFilters=Content/QA_Assets/*
ExcludePathFilters=Content/EngineSounds/*
ExcludePathFilters=Content/Maps/Automation/*
ExcludePathFilters=Content/Tutorial/*
PackageFileNameFilters=*.umap
PackageFileNameFilters=*.uasset
bFixBroken=false
ShouldGatherFromEditorOnlyData=true
;Write Manifest
[GatherTextStep2]
CommandletClass=GenerateGatherManifest
;Write Archives
[GatherTextStep3]
CommandletClass=GenerateGatherArchive
bPurgeOldEmptyEntries=true
;Import localized PO files
[GatherTextStep4]
CommandletClass=InternationalizationExport
bImportLoc=true
;Write Localized Text Resource
[GatherTextStep5]
CommandletClass=GenerateTextLocalizationResource
ResourceName=Engine.locres
;Export PO files
[GatherTextStep6]
CommandletClass=InternationalizationExport
bExportLoc=true
;Write Text Localization Report
[GatherTextStep7]
CommandletClass=GenerateTextLocalizationReport
DestinationPath=\\epicgames.net\root\UE3\Localization\WordCounts
bWordCountReport=true
WordCountReportName=Engine.csv
bConflictReport=true
ConflictReportName=EngineConflicts.txt

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[CommonSettings]
SourcePath=./Content/Localization/Keywords
DestinationPath=./Content/Localization/Keywords
ManifestName=Keywords.manifest
ArchiveName=Keywords.archive
PortableObjectName=Keywords.po
NativeCulture=en
CulturesToGenerate=es
CulturesToGenerate=en
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=zh-Hans
;Gather text from metadata
[GatherTextStep0]
CommandletClass=GatherTextFromMetaData
IncludePathFilters=Source/Editor/*
IncludePathFilters=Source/Runtime/*
IncludePathFilters=Source/Developer/*
IncludePathFilters=Plugins/*
ExcludePathFilters=*/NoRedist/*
ExcludePathFilters=*/NotForLicensees/*
InputKeys=Keywords
OutputNamespaces=UObjectKeywords
OutputKeys="{FieldPath}"
ShouldGatherFromEditorOnlyData=true
;Write Manifest
[GatherTextStep1]
CommandletClass=GenerateGatherManifest
;Write Archives
[GatherTextStep2]
CommandletClass=GenerateGatherArchive
bPurgeOldEmptyEntries=true
;Import localized PO files
[GatherTextStep3]
CommandletClass=InternationalizationExport
bImportLoc=true
;Write Localized Text Resource
[GatherTextStep4]
CommandletClass=GenerateTextLocalizationResource
ResourceName=Keywords.locres
;Export to PO files
[GatherTextStep5]
CommandletClass=InternationalizationExport
bExportLoc=true
;Write Text Localization Report
[GatherTextStep6]
CommandletClass=GenerateTextLocalizationReport
DestinationPath=\\epicgames.net\root\UE3\Localization\WordCounts
bWordCountReport=true
WordCountReportName=Keywords.csv
bConflictReport=true
ConflictReportName=KeywordsConflicts.txt

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[CommonSettings]
bExportLoc=true
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=es
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=zh-Hans
[GatherTextStep0]
CommandletClass=InternationalizationExport
SourcePath=Content/Localization/Engine
DestinationPath=Content/Localization/Engine
ManifestName=Engine.manifest
ArchiveName=Engine.archive
PortableObjectName=Engine.po
[GatherTextStep1]
CommandletClass=InternationalizationExport
SourcePath=Content/Localization/Editor
DestinationPath=Content/Localization/Editor
ManifestName=Editor.manifest
ArchiveName=Editor.archive
PortableObjectName=Editor.po
[GatherTextStep2]
CommandletClass=InternationalizationExport
SourcePath=Content/Localization/ToolTips
DestinationPath=Content/Localization/ToolTips
ManifestName=ToolTips.manifest
ArchiveName=ToolTips.archive
PortableObjectName=ToolTips.po
[GatherTextStep3]
CommandletClass=InternationalizationExport
SourcePath=Content/Localization/PropertyNames
DestinationPath=Content/Localization/PropertyNames
ManifestName=PropertyNames.manifest
ArchiveName=PropertyNames.archive
PortableObjectName=PropertyNames.po
[GatherTextStep4]
CommandletClass=InternationalizationExport
SourcePath=Content/Localization/EditorTutorials
DestinationPath=Content/Localization/EditorTutorials
ManifestName=EditorTutorials.manifest
ArchiveName=EditorTutorials.archive
PortableObjectName=EditorTutorials.po

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[CommonSettings]
bImportLoc=true
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=es
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=zh-Hans
[GatherTextStep0]
CommandletClass=InternationalizationExport
SourcePath=Content/Localization/Engine
DestinationPath=Content/Localization/Engine
ManifestName=Engine.manifest
ArchiveName=Engine.archive
PortableObjectName=Engine.po
[GatherTextStep1]
CommandletClass=InternationalizationExport
SourcePath=Content/Localization/Editor
DestinationPath=Content/Localization/Editor
ManifestName=Editor.manifest
ArchiveName=Editor.archive
PortableObjectName=Editor.po
[GatherTextStep2]
CommandletClass=InternationalizationExport
SourcePath=Content/Localization/ToolTips
DestinationPath=Content/Localization/ToolTips
ManifestName=ToolTips.manifest
ArchiveName=ToolTips.archive
PortableObjectName=ToolTips.po
[GatherTextStep3]
CommandletClass=InternationalizationExport
SourcePath=Content/Localization/PropertyNames
DestinationPath=Content/Localization/PropertyNames
ManifestName=PropertyNames.manifest
ArchiveName=PropertyNames.archive
PortableObjectName=PropertyNames.po
[GatherTextStep4]
CommandletClass=InternationalizationExport
SourcePath=Content/Localization/EditorTutorials
DestinationPath=Content/Localization/EditorTutorials
ManifestName=EditorTutorials.manifest
ArchiveName=EditorTutorials.archive
PortableObjectName=EditorTutorials.po

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[CommonSettings]
ManifestDependencies=Content/Localization/Editor/Editor.manifest
SourcePath=Content/Localization/PropertyNames
DestinationPath=Content/Localization/PropertyNames
ManifestName=PropertyNames.manifest
ArchiveName=PropertyNames.archive
PortableObjectName=PropertyNames.po
NativeCulture=en
CulturesToGenerate=es
CulturesToGenerate=en
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=zh-Hans
;Gather text from metadata
[GatherTextStep0]
CommandletClass=GatherTextFromMetaData
ModulesToPreload=StructViewer
ModulesToPreload=MeshPaintMode
ModulesToPreload=LandscapeEditor
IncludePathFilters=Source/Editor/*
IncludePathFilters=Source/Runtime/*
IncludePathFilters=Source/Developer/*
IncludePathFilters=Plugins/*
ExcludePathFilters=*/NoRedist/*
ExcludePathFilters=*/NotForLicensees/*
InputKeys=DisplayName
OutputNamespaces=UObjectDisplayNames
OutputKeys="{FieldPath}"
ShouldGatherFromEditorOnlyData=true
;Write Manifest
[GatherTextStep1]
CommandletClass=GenerateGatherManifest
;Write Archives
[GatherTextStep2]
CommandletClass=GenerateGatherArchive
bPurgeOldEmptyEntries=true
;Import localized PO files
[GatherTextStep3]
CommandletClass=InternationalizationExport
bImportLoc=true
;Write Localized Text Resource
[GatherTextStep4]
CommandletClass=GenerateTextLocalizationResource
ResourceName=PropertyNames.locres
;Export to PO files
[GatherTextStep5]
CommandletClass=InternationalizationExport
bExportLoc=true
;Write Text Localization Report
[GatherTextStep6]
CommandletClass=GenerateTextLocalizationReport
DestinationPath=\\epicgames.net\root\UE3\Localization\WordCounts
bWordCountReport=true
WordCountReportName=PropertyNames.csv
bConflictReport=true
ConflictReportName=PropertyNamesConflicts.txt

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[CommonSettings]
CulturesToGenerate=en
CulturesToGenerate=es
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=zh-Hans
;Repair localization data for Engine
[GatherTextStep0]
CommandletClass=RepairLocalizationData
DestinationPath=Content/Localization/Engine
ManifestName=Engine.manifest
ArchiveName=Engine.archive
;Write Localized Text Resource for Engine
[GatherTextStep1]
CommandletClass=GenerateTextLocalizationResource
SourcePath=Content/Localization/Engine
DestinationPath=Content/Localization/Engine
ManifestName=Engine.manifest
ResourceName=Engine.locres
;Repair localization data for Editor
[GatherTextStep2]
CommandletClass=RepairLocalizationData
DestinationPath=Content/Localization/Editor
ManifestName=Editor.manifest
ArchiveName=Editor.archive
;Write Localized Text Resource for Editor
[GatherTextStep3]
CommandletClass=GenerateTextLocalizationResource
SourcePath=Content/Localization/Editor
DestinationPath=Content/Localization/Editor
ManifestName=Editor.manifest
ResourceName=Editor.locres
;Repair localization data for Editor Tool Tips
[GatherTextStep4]
CommandletClass=RepairLocalizationData
DestinationPath=Content/Localization/ToolTips
ManifestName=ToolTips.manifest
ArchiveName=ToolTips.archive
;Write Localized Text Resource for Editor Tool Tips
[GatherTextStep5]
CommandletClass=GenerateTextLocalizationResource
SourcePath=Content/Localization/ToolTips
DestinationPath=Content/Localization/ToolTips
ManifestName=ToolTips.manifest
ResourceName=ToolTips.locres
;Repair localization data for Editor Property Names
[GatherTextStep6]
CommandletClass=RepairLocalizationData
DestinationPath=Content/Localization/PropertyNames
ManifestName=PropertyNames.manifest
ArchiveName=PropertyNames.archive
;Write Localized Text Resource for Editor Property Names
[GatherTextStep7]
CommandletClass=GenerateTextLocalizationResource
SourcePath=Content/Localization/PropertyNames
DestinationPath=Content/Localization/PropertyNames
ManifestName=PropertyNames.manifest
ResourceName=PropertyNames.locres
;Repair localization data for Editor Tutorials
[GatherTextStep8]
CommandletClass=RepairLocalizationData
DestinationPath=Content/Localization/PropertyNames
ManifestName=PropertyNames.manifest
ArchiveName=PropertyNames.archive
;Write Localized Text Resource for Editor Tutorials
[GatherTextStep9]
CommandletClass=GenerateTextLocalizationResource
SourcePath=Content/Localization/EditorTutorials
DestinationPath=Content/Localization/EditorTutorials
ManifestName=EditorTutorials.manifest
ResourceName=EditorTutorials.locres

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@ -0,0 +1,67 @@
[CommonSettings]
ManifestDependencies=Content/Localization/Engine/Engine.manifest
SourcePath=Content/Localization/ToolTips
DestinationPath=Content/Localization/ToolTips
ManifestName=ToolTips.manifest
ArchiveName=ToolTips.archive
PortableObjectName=ToolTips.po
NativeCulture=en
CulturesToGenerate=es
CulturesToGenerate=en
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=zh-Hans
;Gather text from metadata
[GatherTextStep0]
CommandletClass=GatherTextFromMetaData
ModulesToPreload=StructViewer
ModulesToPreload=MeshPaintMode
ModulesToPreload=LandscapeEditor
IncludePathFilters=Source/Editor/*
IncludePathFilters=Source/Runtime/*
IncludePathFilters=Source/Developer/*
IncludePathFilters=Plugins/*
ExcludePathFilters=*/NoRedist/*
ExcludePathFilters=*/NotForLicensees/*
InputKeys=ToolTip
OutputNamespaces=UObjectToolTips
OutputKeys="{FieldPath}"
InputKeys=ShortTooltip
OutputNamespaces=UObjectShortTooltips
OutputKeys="{FieldPath}"
ShouldGatherFromEditorOnlyData=true
;Write Manifest
[GatherTextStep1]
CommandletClass=GenerateGatherManifest
;Write Archives
[GatherTextStep2]
CommandletClass=GenerateGatherArchive
bPurgeOldEmptyEntries=true
;Import localized PO files
[GatherTextStep3]
CommandletClass=InternationalizationExport
bImportLoc=true
;Write Localized Text Resource
[GatherTextStep4]
CommandletClass=GenerateTextLocalizationResource
ResourceName=ToolTips.locres
;Export to PO files
[GatherTextStep5]
CommandletClass=InternationalizationExport
bExportLoc=true
;Write Text Localization Report
[GatherTextStep6]
CommandletClass=GenerateTextLocalizationReport
DestinationPath=\\epicgames.net\root\UE3\Localization\WordCounts
bWordCountReport=true
WordCountReportName=ToolTips.csv
bConflictReport=true
ConflictReportName=ToolTipsConflicts.txt

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[CommonSettings]
bWordCountReport=true
DestinationPath=\\epicgames.net\root\UE3\Localization\WordCounts
CulturesToGenerate=es
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=zh-Hans
;Write Text Localization Report for Engine
[GatherTextStep0]
CommandletClass=GenerateTextLocalizationReport
SourcePath=Content/Localization/Engine
ManifestName=Engine.manifest
WordCountReportName=Engine.csv
;Write Text Localization Report for Editor
[GatherTextStep1]
CommandletClass=GenerateTextLocalizationReport
SourcePath=Content/Localization/Editor
ManifestName=Editor.manifest
WordCountReportName=Editor.csv
;Write Text Localization Report for Editor Tool Tips
[GatherTextStep2]
CommandletClass=GenerateTextLocalizationReport
SourcePath=Content/Localization/ToolTips
ManifestName=ToolTips.manifest
WordCountReportName=ToolTips.csv
;Write Text Localization Report for Editor Property Names
[GatherTextStep3]
CommandletClass=GenerateTextLocalizationReport
SourcePath=Content/Localization/PropertyNames
ManifestName=PropertyNames.manifest
WordCountReportName=PropertyNames.csv
;Write Text Localization Report for Editor Tutorials
[GatherTextStep4]
CommandletClass=GenerateTextLocalizationReport
SourcePath=Content/Localization/EditorTutorials
ManifestName=EditorTutorials.manifest
WordCountReportName=EditorTutorials.csv
;Write Text Localization Report for Editor Categories
[GatherTextStep5]
CommandletClass=GenerateTextLocalizationReport
SourcePath=Content/Localization/Category
ManifestName=Category.manifest
WordCountReportName=Category.csv
;Write Text Localization Report for Editor Keywords
[GatherTextStep6]
CommandletClass=GenerateTextLocalizationReport
SourcePath=Content/Localization/Keywords
ManifestName=Keywords.manifest
WordCountReportName=Keywords.csv

View file

@ -0,0 +1,47 @@
[DataDrivenPlatformInfo]
bIsConfidential=false
IniParent=Android
; Oodle is not supported on this platform so force something else to be used (Zlib or None) :
HardwareCompressionFormat=Zlib
[PlatformInfo Lumin]
TargetPlatformName=Lumin
DisplayName=Lumin
PlatformType=Game
PlatformFlags=None
NormalIconPath=Launcher/Lumin/Platform_Lumin_24x
LargeIconPath=Launcher/Lumin/Platform_Lumin_128x
XLargeIconPath=
UATCommandLine=
AutoSDKPath=Lumin
TutorialPath=SharingAndReleasing/XRDevelopment/AR/ARPlatforms/MagicLeap
Windows:bIsEnabled=true
Mac:bIsEnabled=true
Linux:bIsEnabled=false
BinariesDirectoryName=Lumin
IniPlatformName=Lumin
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Lumin
PlatformGroupName=Mobile
[PlatformInfo LuminClient]
TargetPlatformName=LuminClient
DisplayName=Lumin (Client-only)
PlatformType=Client
PlatformFlags=None
NormalIconPath=Launcher/Lumin/Platform_Lumin_24x
LargeIconPath=Launcher/Lumin/Platform_Lumin_128x
XLargeIconPath=
UATCommandLine=-client
AutoSDKPath=Lumin
TutorialPath=SharingAndReleasing/XRDevelopment/AR/ARPlatforms/MagicLeap
Windows:bIsEnabled=true
Mac:bIsEnabled=true
Linux:bIsEnabled=false
BinariesDirectoryName=Lumin
IniPlatformName=Lumin
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Lumin
PlatformGroupName=Mobile

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@ -0,0 +1,17 @@
[Audio]
; Use this to ensure that MagicLeapAudio is used for supported devices:
AudioDeviceModuleName=MagicLeapAudio
; Defining below allows switching to audio mixer using -audiomixer commandline
AudioMixerModuleName=MagicLeapAudio
AudioCaptureModuleName=MagicLeapAudioCapture
; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
PlatformHeadroomDB=-4
UseAudioMixer=true
;Override Android settings back to default
[LocalNotification]
DefaultPlatformService=
[OnlineSubsystem]
DefaultPlatformService=
NativePlatformService=

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@ -0,0 +1,5 @@
[Audio]
AudioCaptureModuleName=AudioCaptureRtAudio
[OnlineSubsystem]
LocalPlatformName=MAC

View file

@ -0,0 +1,100 @@
[DataDrivenPlatformInfo]
bIsConfidential=false
AudioCompressionSettingsIniSectionName=/Script/MacTargetPlatform.MacTargetSettings
bIsInteractablePlatform=true
bHasDedicatedGamepad=false
bIsGenericPC=false
bInputSupportConfigurable=true
DefaultInputType=MouseAndKeyboard
bSupportsMouseAndKeyboard=true
bSupportsGamepad=true
bCanChangeGamepadType=true
bSupportsTouch=false
[PlatformInfo MacNoEditor]
TargetPlatformName=MacNoEditor
DisplayName=Mac
PlatformType=Game
PlatformFlags=None
NormalIconPath=Launcher/Mac/Platform_Mac_24x
LargeIconPath=Launcher/Mac/Platform_Mac_128x
XLargeIconPath=
UATCommandLine=-targetplatform=Mac
AutoSDKPath=
TutorialPath=SharingAndReleasing
Windows:bIsEnabled=true
Mac:bIsEnabled=true
Linux:bIsEnabled=false
BinariesDirectoryName=Mac
IniPlatformName=Mac
bUsesHostCompiler=true
bUATClosesAfterLaunch=true
UBTTargetID=Mac
PlatformGroupName=Desktop
[PlatformInfo Mac]
TargetPlatformName=Mac
DisplayName=Mac (Editor)
PlatformType=Editor
PlatformFlags=None
NormalIconPath=Launcher/Mac/Platform_Mac_24x
LargeIconPath=Launcher/Mac/Platform_Mac_128x
XLargeIconPath=
UATCommandLine=
AutoSDKPath=
TutorialPath=SharingAndReleasing
Windows:bIsEnabled=true
Mac:bIsEnabled=true
Linux:bIsEnabled=false
BinariesDirectoryName=Mac
IniPlatformName=Mac
bUsesHostCompiler=true
bUATClosesAfterLaunch=true
UBTTargetID=Mac
PlatformGroupName=Desktop
[PlatformInfo MacClient]
TargetPlatformName=MacClient
DisplayName=Mac (Client-only)
PlatformType=Client
PlatformFlags=None
NormalIconPath=Launcher/Mac/Platform_Mac_24x
LargeIconPath=Launcher/Mac/Platform_Mac_128x
XLargeIconPath=
UATCommandLine=-client
AutoSDKPath=
TutorialPath=SharingAndReleasing
Windows:bIsEnabled=true
Mac:bIsEnabled=true
Linux:bIsEnabled=false
BinariesDirectoryName=Mac
IniPlatformName=Mac
bUsesHostCompiler=true
bUATClosesAfterLaunch=true
UBTTargetID=Mac
PlatformGroupName=Desktop
[PlatformInfo MacServer]
TargetPlatformName=MacServer
DisplayName=Mac (Dedicated Server)
PlatformType=Server
PlatformFlags=None
NormalIconPath=Launcher/Mac/Platform_Mac_24x
LargeIconPath=Launcher/Mac/Platform_Mac_128x
XLargeIconPath=
UATCommandLine=
AutoSDKPath=
TutorialPath=SharingAndReleasing
Windows:bIsEnabled=true
Mac:bIsEnabled=true
Linux:bIsEnabled=false
BinariesDirectoryName=Mac
IniPlatformName=Mac
bUsesHostCompiler=true
bUATClosesAfterLaunch=true
UBTTargetID=Mac
PlatformGroupName=Desktop
[ShaderPlatform METAL_SM5]
bSupportsAnisotropicMaterials=true
bSupportsGPUScene=true

View file

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; -------------------------------------------------------------------------------------------------
; IMPORTANT: EditorPerProjectUserSettings.ini has special behavior!
;
; This .ini file contains the defaults for many editor and engine "preferences". These preferences
; are saved to an EditorPerProjectUserSettings.ini file in the user's /<Game>/Saved/Config/ directory.
;
; If you change the default for a preference in here, that change will *NOT* automatically
; propagate to users who already have saved preferences. The idea is that we must preserve
; their existing settings and never want to clobber entries in that file.
;
; If you add a new preference, the new key and value *WILL* be propagated to the user's
; EditorPerProjectUserSettings.ini file. After we load the user's existing settings, we'll merge in
; any missing keys and values that are present in these defaults.
;
; One easy technique for forcing a "reset" of an already-existing preference is to simply
; rename the variable for that preference. The config system will treat it as a newly-added
; key and will propagate the change to existing users' preferences.
; -------------------------------------------------------------------------------------------------
[/Script/UnrealEd.EditorLoadingSavingSettings]
; Tool to use for diffing text
TextDiffToolPath=(FilePath="p4merge.app")

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[Audio]
AudioDeviceModuleName=CoreAudio
; Defining below allows switching to audio mixer using -audiomixer commandline
AudioMixerModuleName=AudioMixerCoreAudio
; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
PlatformHeadroomDB=-6
UseAudioMixer=true
[SystemSettings]
r.setres=1280x720
g.TimeoutForBlockOnRenderFence=300000
framepro.ScopeMinTimeMicroseconds=10
fx.NiagaraAllowRuntimeScalabilityChanges=1
[TextureStreaming]
; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming)
PoolSizeVRAMPercentage=70
[/Script/GameplayDebugger.GameplayDebuggingControllerComponent]
CategoryZeroBind=(Key=NumPadZero,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryOneBind=(Key=NumPadOne,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryTwoBind=(Key=NumPadTwo,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryThreeBind=(Key=NumPadThree,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryFourBind=(Key=NumPadFour,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryFiveBind=(Key=NumPadFive,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategorySixBind=(Key=NumPadSix,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategorySevenBind=(Key=NumPadSeven,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryEightBind=(Key=NumPadEight,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryNineBind=(Key=NumPadNine,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CycleDetailsViewBind=(Key=Add,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
DebugCameraBind=(Key=Tab,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
OnScreenDebugMessagesBind=(Key=Tab,bShift=True,bCtrl=False,bAlt=False,bCmd=False)
GameHUDBind=(Key=Tilde,bShift=True,bCtrl=False,bAlt=False,bCmd=False)
[PlatformCrypto]
PlatformRequiresDataCrypto=True
[DevOptions.Shaders]
MaxShaderJobBatchSize=25
[ConsoleVariables]
r.HairStrands.Strands=0

View file

@ -0,0 +1,2 @@
[Staging]
+RemapDirectories=(From="Engine/Plugins/Lumin", To="Engine/Plugins/MagicLeap")

View file

@ -0,0 +1,8 @@
# This file maps shader paths to shader categories
# - Its a list of key/value pairs, with the key being the category.
# - Paths are matched top to bottom, first hit takes precendence
# - A similar file exists in ProjectDir/Config, which takes precendence over this file
"EditorMaterials", "Engine/EditorMaterials"
"EngineMaterials", "Engine/EngineMaterials"
"Engine", "Engine"
"Game", "Game"
Can't render this file because it has a wrong number of fields in line 2.

View file

@ -0,0 +1,46 @@
[DataDrivenPlatformInfo]
bIsConfidential=false
IniParent=IOS
AudioCompressionSettingsIniSectionName=/Script/IOSRuntimeSettings.IOSRuntimeSettings
[PlatformInfo TVOS]
TargetPlatformName=TVOS
DisplayName=tvOS
PlatformType=Game
PlatformFlags=None
NormalIconPath=Launcher/TVOS/Platform_TVOS_24x
LargeIconPath=Launcher/TVOS/Platform_TVOS_128x
XLargeIconPath=
UATCommandLine=
AutoSDKPath=
TutorialPath=SharingAndReleasing/Mobile/iOS
Windows:bIsEnabled=true
Mac:bIsEnabled=true
Linux:bIsEnabled=false
BinariesDirectoryName=TVOS
IniPlatformName=TVOS
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=TVOS
PlatformGroupName=Mobile
[PlatformInfo TVOSClient]
TargetPlatformName=TVOSClient
DisplayName=tvOS (Client-only)
PlatformType=Client
PlatformFlags=None
NormalIconPath=Launcher/TVOS/Platform_TVOS_24x
LargeIconPath=Launcher/TVOS/Platform_TVOS_24x
XLargeIconPath=
UATCommandLine=-client
AutoSDKPath=
TutorialPath=SharingAndReleasing/Mobile/iOS
Windows:bIsEnabled=true
Mac:bIsEnabled=true
Linux:bIsEnabled=false
BinariesDirectoryName=TVOS
IniPlatformName=TVOS
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=TVOS
PlatformGroupName=Mobile

View file

@ -0,0 +1,8 @@
[Audio]
AudioDeviceModuleName=AudioMixerSDL
AudioMixerModuleName=AudioMixerSDL
[PlatformCrypto]
PlatformRequiresDataCrypto=True
[SystemSettings]

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@ -0,0 +1,5 @@
[Audio]
AudioCaptureModuleName=AudioCaptureRtAudio
[OnlineSubsystem]
LocalPlatformName=WIN

View file

@ -0,0 +1,208 @@
[DataDrivenPlatformInfo]
bIsConfidential=false
AudioCompressionSettingsIniSectionName=/Script/WindowsTargetPlatform.WindowsTargetSettings
Freezing_b32Bit=ini:Engine:Windows:/Script/WindowsTargetPlatform.WindowsTargetSettings:bTarget32Bit
Freezing_bWithRayTracing=!ini:Engine:Windows:/Script/WindowsTargetPlatform.WindowsTargetSettings:bTarget32Bit
Freezing_MaxFieldAlignment32=4
Freezing_MaxFieldAlignment64=8
Freezing_bAlignBases=true
bIsInteractablePlatform=true
bHasDedicatedGamepad=false
bDefaultInputStandardKeyboard=true
bInputSupportConfigurable=true
DefaultInputType=MouseAndKeyboard
bSupportsMouseAndKeyboard=true
bSupportsGamepad=true
bCanChangeGamepadType=true
bSupportsTouch=false
[PlatformInfo WindowsNoEditor]
TargetPlatformName=WindowsNoEditor
DisplayName=Windows (64-bit)
PlatformType=Game
PlatformFlags=None
NormalIconPath=Launcher/Windows/Platform_WindowsNoEditor_24x
LargeIconPath=Launcher/Windows/Platform_WindowsNoEditor_128x
XLargeIconPath=
UATCommandLine=-targetplatform=Win64
AutoSDKPath=
TutorialPath=SharingAndReleasing
Windows:bIsEnabled=true
Mac:bIsEnabled=false
Linux:bIsEnabled=false
BinariesDirectoryName=Win64
IniPlatformName=Windows
bUsesHostCompiler=true
bUATClosesAfterLaunch=false
UBTTargetID=Win64
PlatformGroupName=Desktop
[PlatformInfo Windows]
TargetPlatformName=Windows
DisplayName=Windows (Editor)
PlatformType=Editor
PlatformFlags=None
NormalIconPath=Launcher/Windows/Platform_Windows_24x
LargeIconPath=Launcher/Windows/Platform_Windows_128x
XLargeIconPath=
UATCommandLine=
AutoSDKPath=
TutorialPath=SharingAndReleasing
Windows:bIsEnabled=true
Mac:bIsEnabled=false
Linux:bIsEnabled=false
BinariesDirectoryName=Win64
IniPlatformName=Windows
bUsesHostCompiler=true
bUATClosesAfterLaunch=false
UBTTargetID=Win64
PlatformGroupName=Desktop
[PlatformInfo WindowsClient]
TargetPlatformName=WindowsClient
DisplayName=Windows (Client-only)
PlatformType=Client
PlatformFlags=None
NormalIconPath=Launcher/Windows/Platform_Windows_24x
LargeIconPath=Launcher/Windows/Platform_Windows_128x
XLargeIconPath=
UATCommandLine=-client
AutoSDKPath=
TutorialPath=SharingAndReleasing
Windows:bIsEnabled=true
Mac:bIsEnabled=false
Linux:bIsEnabled=false
BinariesDirectoryName=Win64
IniPlatformName=Windows
bUsesHostCompiler=true
bUATClosesAfterLaunch=false
UBTTargetID=Win64
PlatformGroupName=Desktop
[PlatformInfo WindowsServer]
TargetPlatformName=WindowsServer
DisplayName=Windows (Dedicated Server)
PlatformType=Server
PlatformFlags=None
NormalIconPath=Launcher/Windows/Platform_WindowsServer_24x
LargeIconPath=Launcher/Windows/Platform_WindowsServer_128x
XLargeIconPath=
UATCommandLine=
AutoSDKPath=
TutorialPath=SharingAndReleasing
Windows:bIsEnabled=true
Mac:bIsEnabled=false
Linux:bIsEnabled=false
BinariesDirectoryName=Win64
IniPlatformName=Windows
bUsesHostCompiler=true
bUATClosesAfterLaunch=false
UBTTargetID=Win64
PlatformGroupName=Desktop
[ShaderPlatform PCD3D_SM5]
bSupportsRayTracing=true
bSupportsRayTracingIndirectInstanceData=true
bSupportsPathTracing=true
bSupportsWaveOperations=false
bSupportsGPUScene=true
bSupportsAnisotropicMaterials=true
bSupportsVariableRateShading=true
bSupportsHairStrandGeometry=true
[ShaderPlatform VULKAN_SM5]
bIsMobile = false
bIsMetalMRT = false
bIsPC = true
bIsConsole = false
bIsAndroidOpenGLES = false
; //#todo-vulkanddpi
bSupportsMobileMultiView = false
; //#todo-vulkanddpi
bSupportsVolumeTextureCompression = false
bSupportsDistanceFields = true
bSupportsDiaphragmDOF = true
; //#todo-vulkanddpi
bSupportsRGBColorBuffer = false
bSupportsCapsuleShadows = true
bSupportsVolumetricFog = true
bSupportsIndexBufferUAVs = true
; //#todo-vulkanddpi
bSupportsInstancedStereo = false
; //#todo-vulkanddpi
bSupportsMultiView = false
bSupportsMSAA = true
; //#todo-vulkanddpi
bSupports4ComponentUAVReadWrite = false
; //#todo-vulkanddpi
bSupportsRenderTargetWriteMask = false
bSupportsRayTracing = false
bSupportsRayTracingIndirectInstanceData = false
bSupportsGPUSkinCache = true
; //#todo-vulkanddpi
bSupportsByteBufferComputeShaders = false
bSupportsGPUScene = true
; //#todo-vulkanddpi
bSupportsPrimitiveShaders = false
; //#todo-vulkanddpi
bSupportsUInt64ImageAtomics = false
; //#todo-vulkanddpi
bSupportsTemporalHistoryUpscale = false
; //#todo-vulkanddpi
bSupportsRTIndexFromVS = false
; //#todo-vulkanddpi
bSupportsWaveOperations = false
; //#todo-vulkanddpi
bRequiresExplicit128bitRT = false
; //#todo-vulkanddpi
bSupportsGen5TemporalAA = false
bTargetsTiledGPU = false
bNeedsOfflineCompiler = false
; //#todo-vulkanddpi
bSupportsDualSourceBlending = false
; //#todo-vulkanddpi
bRequiresGeneratePrevTransformBuffer = false
bRequiresRenderTargetDuringRaster = true
; //#todo-vulkanddpi
bRequiresDisableForwardLocalLights = true
bCompileSignalProcessingPipeline = true
bSupportsTessellation = true
; //#todo-vulkanddpi
bSupportsPerPixelDBufferMask = false
bIsHlslcc = false
; //#todo-vulkanvrs
bSupportsVariableRateShading = false
NumberOfComputeThreads = 64
bSupportsHairStrandGeometry=true

View file

@ -0,0 +1,20 @@
[Audio]
AudioDeviceModuleName=XAudio2
; Defining below allows switching to audio mixer using -audiomixer commandline
AudioMixerModuleName=AudioMixerXAudio2
; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
PlatformHeadroomDB=-3
UseAudioMixer=true
[TextureStreaming]
; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming)
PoolSizeVRAMPercentage=70
[SystemSettings]
r.setres=1280x720
framepro.ScopeMinTimeMicroseconds=10
fx.NiagaraAllowRuntimeScalabilityChanges=1
[PlatformCrypto]
PlatformRequiresDataCrypto=True

View file

@ -0,0 +1,2 @@
[Staging]
+RemapDirectories=(From="Engine/Plugins/Lumin", To="Engine/Plugins/MagicLeap")

View file

@ -0,0 +1,83 @@
[/Script/Engine.Engine]
; DefaultBloomKernel is not used on mobile
DefaultBloomKernelTextureName=/Engine/EngineResources/DefaultTexture.DefaultTexture
[PlatformCrypto]
PlatformRequiresDataCrypto=True
PakSigningRequired=False
[/Script/Engine.GarbageCollectionSettings]
gc.MaxObjectsInGame=131072
[Audio]
AudioDeviceModuleName=AndroidAudio
; Defining below allows switching to audio mixer using -audiomixer commandline
AudioMixerModuleName=AudioMixerAndroid
; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
PlatformHeadroomDB=-6
UseAudioMixer=true
[PlatformMemoryBuckets]
LargestMemoryBucket_MinGB=8
LargerMemoryBucket_MinGB=6
DefaultMemoryBucket_MinGB=4
SmallerMemoryBucket_MinGB=3
; for now, we require 3gb
SmallestMemoryBucket_MinGB=3
[DeviceProfileManager]
DeviceProfileSelectionModule="AndroidDeviceProfileSelectorRuntime"
[Advertising]
DefaultProviderName=AndroidAdvertising
[OnlineSubsystem]
DefaultPlatformService=GooglePlay
[SlateRenderer]
NumPreallocatedVertices=200
[/Script/TcpMessaging.TcpMessagingSettings]
EnableTransport=True
ListenEndpoint=127.0.0.1:6666
!ConnectToEndpoints=CLEAR_ARRAY
ConnectionRetryDelay=0
[LocalNotification]
DefaultPlatformService=AndroidLocalNotification
[DeviceScreenDensity]
+Devices=(Model="Nexus 5",Density=445)
+Devices=(Model="Nexus 5X",Density=424)
+Devices=(Model="Nexus 6",Density=493)
+Devices=(Model="Nexus 6P",Density=518)
+Devices=(Model="SM-G930.+",Density=577,IsRegex=true) ; Samsung Galaxy S7
+Devices=(Model="SM-G935.+",Density=534,IsRegex=true) ; Samsung Galaxy S7 Edge
+Devices=(Model="SM-N920.+",Density=515,IsRegex=true) ; Samsung Galaxy Note 5
+Devices=(Model="Pixel",Density=441)
+Devices=(Model="Pixel C",Density=308)
+Devices=(Model="Pixel XL",Density=534)
+Devices=(Model="HTC 10",Density=564)
+Devices=(Model="EVA-L09",Density=423) ; Huawei P9
;GalaxyS5=432
;GalaxyS6=577
[ConsoleVariables]
Slate.CacheRenderData=0
r.VSync=1
r.ParallelShadows=0
; high priority thread tasks can be downgraded to normal priority if a task is created with EPowerSavingEligibility::Eligible.
TaskGraph.EnablePowerSavingThreadPriorityReduction=1
; prefer D24_S8 for depth/stencil
r.Vulkan.Depth24Bit=1
;GalaxyS6Edge=577
r.Shadow.ForceSerialSingleRenderPass=1
[OnlineSubsystemGooglePlay.Store]
bSupportsInAppPurchasing=true
bUseStoreV2=true

View file

@ -0,0 +1,186 @@
; ------------------------------------------------------------------------------
; Foliage settings
; ------------------------------------------------------------------------------
[FoliageQuality@0]
foliage.DensityScale=0.5
grass.DensityScale=0.5
[FoliageQuality@1]
grass.densityScale=0.8
grass.CullDistanceScale=0.8
foliage.DensityScale=0.8
[FoliageQuality@2]
grass.densityScale=1.0
grass.CullDistanceScale=1.0
foliage.DensityScale=1.0
[FoliageQuality@3]
grass.densityScale=1.0
grass.CullDistanceScale=1.0
foliage.DensityScale=1.0
; ------------------------------------------------------------------------------
; View distance settings
; ------------------------------------------------------------------------------
[ViewDistanceQuality@0]
r.ViewDistanceScale=0.70
r.NeverOcclusionTestDistance=2000
[ViewDistanceQuality@1]
r.ViewDistanceScale=1.0
r.NeverOcclusionTestDistance=2000
[ViewDistanceQuality@2]
r.ViewDistanceScale=1.0
r.NeverOcclusionTestDistance=2000
[ViewDistanceQuality@3]
r.ViewDistanceScale=1.0
r.NeverOcclusionTestDistance=2000
; ------------------------------------------------------------------------------
; Shadow settings
; ------------------------------------------------------------------------------
[ShadowQuality@0]
r.ShadowQuality=0
r.Shadow.MaxCSMResolution=1024
r.Shadow.DistanceScale=0.5
r.Shadow.CSM.MaxCascades=1
r.Shadow.RadiusThreshold=0.06
[ShadowQuality@1]
r.ShadowQuality=1
r.Shadow.MaxCSMResolution=1024
r.Shadow.DistanceScale=0.7
r.Shadow.CSM.MaxCascades=1
r.Shadow.RadiusThreshold=0.06
[ShadowQuality@2]
r.ShadowQuality=1
r.Shadow.MaxCSMResolution=2048
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.MaxCascades=2
r.Shadow.RadiusThreshold=0.06
[ShadowQuality@3]
r.ShadowQuality=2
r.Shadow.MaxCSMResolution=2048
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.MaxCascades=2
r.Shadow.RadiusThreshold=0.06
; ------------------------------------------------------------------------------
; Postprocess settings
; ------------------------------------------------------------------------------
[PostProcessQuality@0]
r.Tonemapper.Quality=1
r.BloomQuality=0
r.DepthOfFieldQuality=0
r.LightShaftQuality=0
r.RefractionQuality=0
Slate.ForceBackgroundBlurLowQualityOverride=1
[PostProcessQuality@1]
r.Tonemapper.Quality=2
r.BloomQuality=1
r.DepthOfFieldQuality=1
r.LightShaftQuality=1
r.RefractionQuality=1
Slate.ForceBackgroundBlurLowQualityOverride=1
[PostProcessQuality@2]
r.Tonemapper.Quality=3
r.BloomQuality=1
r.DepthOfFieldQuality=1
r.LightShaftQuality=1
r.RefractionQuality=1
Slate.ForceBackgroundBlurLowQualityOverride=1
[PostProcessQuality@3]
r.Tonemapper.Quality=3
r.BloomQuality=1
r.DepthOfFieldQuality=1
r.LightShaftQuality=1
r.RefractionQuality=1
Slate.ForceBackgroundBlurLowQualityOverride=1
; ------------------------------------------------------------------------------
; Effects settings
; ------------------------------------------------------------------------------
[EffectsQuality@0]
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=4
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=1.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=8.0
r.SkyAtmosphere.FastSkyLUT.Width=96
r.SkyAtmosphere.FastSkyLUT.Height=50
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
fx.Niagara.QualityLevel=0
[EffectsQuality@1]
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=4
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=1.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=8.0
r.SkyAtmosphere.FastSkyLUT.Width=96
r.SkyAtmosphere.FastSkyLUT.Height=50
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
fx.Niagara.QualityLevel=0
[EffectsQuality@2]
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=4
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=1.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=8.0
r.SkyAtmosphere.FastSkyLUT.Width=96
r.SkyAtmosphere.FastSkyLUT.Height=50
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
fx.Niagara.QualityLevel=0
[EffectsQuality@3]
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=4
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=1.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=8.0
r.SkyAtmosphere.FastSkyLUT.Width=96
r.SkyAtmosphere.FastSkyLUT.Height=50
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
fx.Niagara.QualityLevel=1
; ------------------------------------------------------------------------------
; Texture settings
; ------------------------------------------------------------------------------
[TextureQuality@0]
r.MaxAnisotropy=1
[TextureQuality@1]
r.MaxAnisotropy=1
[TextureQuality@2]
r.MaxAnisotropy=2
[TextureQuality@3]
r.MaxAnisotropy=4
[ScalabilityPreview]
; don't want to preview any texture streaming changes in the editor
BlacklistCVars=r.MaxAnisotropy
+BlacklistCVars=r.Streaming.Boost
+BlacklistCVars=r.Streaming.AmortizeCPUToGPUCopy
+BlacklistCVars=r.Streaming.MaxNumTexturesToStreamPerFrame
+BlacklistCVars=r.Streaming.PoolSize

View file

@ -0,0 +1,5 @@
[OnlineSubsystem]
NativePlatformService=GooglePlay
[Audio]
AudioCaptureModuleName=AudioCaptureAndroid

View file

@ -0,0 +1,196 @@
[DataDrivenPlatformInfo]
bIsConfidential=false
AudioCompressionSettingsIniSectionName=/Script/AndroidRuntimeSettings.AndroidRuntimeSettings
Freezing_b32Bit=ini:Engine:Android:/Script/AndroidRuntimeSettings.AndroidRuntimeSettings:bBuildForArmV7
Freezing_bForce64BitMemoryImagePointers=true
[PlatformInfo Android]
TargetPlatformName=Android
DisplayName=Android
PlatformType=Game
PlatformFlags=None
NormalIconPath=Launcher/Android/Platform_Android_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=
AutoSDKPath=Android
TutorialPath=/Engine/Tutorial/Mobile/SettingUpAndroidTutorial.SettingUpAndroidTutorial
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo Android_Multi]
TargetPlatformName=Android_Multi
DisplayName=Android (Multi)
PlatformType=Game
PlatformFlags=CookFlavor
NormalIconPath=Launcher/Android/Platform_Android_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-targetplatform=Android -cookflavor=Multi
AutoSDKPath=Android
TutorialPath=/Engine/Tutorial/Mobile/SettingUpAndroidTutorial.SettingUpAndroidTutorial
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo Android_DXT]
TargetPlatformName=Android_DXT
DisplayName=Android (DXT)
PlatformType=Game
PlatformFlags=CookFlavor
NormalIconPath=Launcher/Android/Platform_Android_DXT_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-targetplatform=Android -cookflavor=DXT
AutoSDKPath=Android
TutorialPath=/Engine/Tutorial/Mobile/SettingUpAndroidTutorial.SettingUpAndroidTutorial
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo Android_ETC2]
TargetPlatformName=Android_ETC2
DisplayName=Android (ETC2)
PlatformType=Game
PlatformFlags=CookFlavor
NormalIconPath=Launcher/Android/Platform_Android_ETC2_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-targetplatform=Android -cookflavor=ETC2
AutoSDKPath=Android
TutorialPath=/Engine/Tutorial/Mobile/SettingUpAndroidTutorial.SettingUpAndroidTutorial
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo Android_ASTC]
TargetPlatformName=Android_ASTC
DisplayName=Android (ASTC)
PlatformType=Game
PlatformFlags=CookFlavor
NormalIconPath=Launcher/Android/Platform_Android_ASTC_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-targetplatform=Android -cookflavor=ASTC
AutoSDKPath=Android
TutorialPath=/Engine/Tutorial/Mobile/SettingUpAndroidTutorial.SettingUpAndroidTutorial
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo AndroidClient]
TargetPlatformName=AndroidClient
DisplayName=Android (Client-only)
PlatformType=Client
PlatformFlags=None
NormalIconPath=Launcher/Android/Platform_Android_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-client
AutoSDKPath=Android
TutorialPath=/Engine/Tutorial/Mobile/SettingUpAndroidTutorial.SettingUpAndroidTutorial
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo Android_MultiClient]
TargetPlatformName=Android_MultiClient
DisplayName=Android (Multi) (Client-only)
PlatformType=Client
PlatformFlags=CookFlavor
NormalIconPath=Launcher/Android/Platform_Android_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-client -targetplatform=Android -cookflavor=Multi
AutoSDKPath=Android
TutorialPath=/Engine/Tutorial/Mobile/SettingUpAndroidTutorial.SettingUpAndroidTutorial
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo Android_DXTClient]
TargetPlatformName=Android_DXTClient
DisplayName=Android (DXT) (Client-only)
PlatformType=Client
PlatformFlags=CookFlavor
NormalIconPath=Launcher/Android/Platform_Android_DXT_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-client -targetplatform=Android -cookflavor=DXT
AutoSDKPath=Android
TutorialPath=/Engine/Tutorial/Mobile/SettingUpAndroidTutorial.SettingUpAndroidTutorial
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo Android_ETC2Client]
TargetPlatformName=Android_ETC2Client
DisplayName=Android (ETC2) (Client-only)
PlatformType=Client
PlatformFlags=CookFlavor
NormalIconPath=Launcher/Android/Platform_Android_ETC2_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-client -targetplatform=Android -cookflavor=ETC2
AutoSDKPath=Android
TutorialPath=/Engine/Tutorial/Mobile/SettingUpAndroidTutorial.SettingUpAndroidTutorial
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile
[PlatformInfo Android_ASTCClient]
TargetPlatformName=Android_ASTCClient
DisplayName=Android (ASTC) (Client-only)
PlatformType=Client
PlatformFlags=CookFlavor
NormalIconPath=Launcher/Android/Platform_Android_ASTC_24x
LargeIconPath=Launcher/Android/Platform_Android_128x
XLargeIconPath=
UATCommandLine=-client -targetplatform=Android -cookflavor=ASTC
AutoSDKPath=Android
TutorialPath=/Engine/Tutorial/Mobile/SettingUpAndroidTutorial.SettingUpAndroidTutorial
bIsEnabled=true
BinariesDirectoryName=Android
IniPlatformName=Android
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=Android
PlatformGroupName=Mobile

View file

@ -0,0 +1 @@
; Base.ini is required to exist

View file

@ -0,0 +1,516 @@
[AppCompat]
CPUScore1=1000
CPUScore2=720
CPUScore3=630
CPUScore4=500
CPUScore5=275
CPUSpeed1=1.8
CPUSpeed2=2.4
CPUSpeed3=3.0
CPUSpeed4=3.5
CPUSpeed5=4.0
CPUMultiCoreMult=1.75
CPUHyperThreadMult=1.15
CPUMemory1=0.5
CPUMemory2=1.0
CPUMemory3=1.0
CPUMemory4=2.0
CPUMemory5=3.0
GPUmemory1=128
GPUmemory2=128
GPUmemory3=256
GPUmemory4=512
GPUmemory5=768
GPUShader1=2
GPUShader2=2
GPUShader3=2
GPUShader4=3
GPUShader5=3
[AppCompatGPU-0x10DE]
;IDs obtained from NVIDIA_Device_IDs_April_2007 from NVIDIA.com
;0 indicates unsupported. -1 indicates untested. Most laptops and Quadros have not been tested
VendorName=NVIDIA
VendorMobileTag=Go
0x014F=1,GeForce 6200
0x00F3=1,GeForce 6200
0x0221=1,GeForce 6200
0x0163=1,GeForce 6200 LE
0x0162=1,GeForce 6200SE TurboCache(TM)
0x0161=1,GeForce 6200 TurboCache(TM)
0x0162=1,GeForce 6200SE TurboCache(TM)
0x0160=1,GeForce 6500
0x0141=2,GeForce 6600
0x00F2=2,GeForce 6600
0x0140=2,GeForce 6600 GT
0x00F1=2,GeForce 6600 GT
0x0142=2,GeForce 6600 LE
0x00F4=2,GeForce 6600 LE
0x0143=2,GeForce 6600 VE
0x0147=2,GeForce 6700 XL
0x0041=2,GeForce 6800
0x00C1=2,GeForce 6800
0x0047=2,GeForce 6800 GS
0x00F6=2,GeForce 6800 GS
0x00C0=2,GeForce 6800 GS
0x0045=2,GeForce 6800 GT
0x00F9=2,GeForce 6800 Series GPU
0x00C2=2,GeForce 6800 LE
0x0040=2,GeForce 6800 Ultra
0x00F9=2,GeForce 6800 Series GPU
0x0043=2,GeForce 6800 XE
0x0048=2,GeForce 6800 XT
0x0218=2,GeForce 6800 XT
0x00C3=2,GeForce 6800 XT
0x01DF=2,GeForce 7300 GS
0x0393=2,GeForce 7300 GT
0x01D1=2,GeForce 7300 LE
0x01D3=2,GeForce 7300 SE
0x01DD=2,GeForce 7500 LE
0x0392=3,GeForce 7600 GS
0x0392=3,GeForce 7600 GS
0x02E1=3,GeForce 7600 GS
0x0391=3,GeForce 7600 GT
0x0394=3,GeForce 7600 LE
0x00F5=4,GeForce 7800 GS
0x0092=4,GeForce 7800 GT
0x0091=4,GeForce 7800 GTX
0x0291=4,GeForce 7900 GT/GTO
0x0292=4,GeForce 7900 GS
0x0290=4,GeForce 7900 GTX
0x0293=4,GeForce 7900 GX2
0x0294=4,GeForce 7950 GX2
0x0322=0,GeForce FX 5200
0x0321=0,GeForce FX 5200 Ultra
0x0323=0,GeForce FX 5200LE
0x0326=1,GeForce FX 5500
0x0326=1,GeForce FX 5500
0x0312=1,GeForce FX 5600
0x0311=1,GeForce FX 5600 Ultra
0x0314=1,GeForce FX 5600XT
0x0342=1,GeForce FX 5700
0x0341=1,GeForce FX 5700 Ultra
0x0343=1,GeForce FX 5700LE
0x0344=1,GeForce FX 5700VE
0x0302=1,GeForce FX 5800
0x0301=1,GeForce FX 5800 Ultra
0x0331=1,GeForce FX 5900
0x0330=1,GeForce FX 5900 Ultra
0x0333=1,GeForce FX 5950 Ultra
0x0324=1,GeForce FX Go5200 64M
0x031A=1,GeForce FX Go5600
0x0347=1,GeForce FX Go5700
0x0167=1,GeForce Go 6200/6400
0x0168=1,GeForce Go 6200/6400
0x0148=1,GeForce Go 6600
0x00c8=2,GeForce Go 6800
0x00c9=2,GeForce Go 6800 Ultra
0x0098=3,GeForce Go 7800
0x0099=3,GeForce Go 7800 GTX
0x0298=3,GeForce Go 7900 GS
0x0299=3,GeForce Go 7900 GTX
0x0185=0,GeForce MX 4000
0x00FA=0,GeForce PCX 5750
0x00FB=0,GeForce PCX 5900
0x0110=0,GeForce2 MX/MX 400
0x0111=0,GeForce2 MX200
0x0110=0,GeForce2 MX/MX 400
0x0200=0,GeForce3
0x0201=0,GeForce3 Ti200
0x0202=0,GeForce3 Ti500
0x0172=0,GeForce4 MX 420
0x0171=0,GeForce4 MX 440
0x0181=0,GeForce4 MX 440 with AGP8X
0x0173=0,GeForce4 MX 440-SE
0x0170=0,GeForce4 MX 460
0x0253=0,GeForce4 Ti 4200
0x0281=0,GeForce4 Ti 4200 with AGP8X
0x0251=0,GeForce4 Ti 4400
0x0250=0,GeForce4 Ti 4600
0x0280=0,GeForce4 Ti 4800
0x0282=0,GeForce4 Ti 4800SE
0x0203=0,Quadro DCC
0x0309=1,Quadro FX 1000
0x034E=1,Quadro FX 1100
0x00FE=1,Quadro FX 1300
0x00CE=1,Quadro FX 1400
0x0308=1,Quadro FX 2000
0x0338=1,Quadro FX 3000
0x00FD=1,Quadro PCI-E Series
0x00F8=1,Quadro FX 3400/224400
0x00CD=1,Quadro FX 3450/4000 SDI
0x004E=1,Quadro FX 4000
0x00CD=1,Quadro FX 3450/4000 SDI
0x00F8=1,Quadro FX 3400/4400
0x009D=1,Quadro FX 4500
0x029F=1,Quadro FX 4500 X2
0x032B=1,Quadro FX 500/FX 600
0x014E=1,Quadro FX 540
0x014C=1,Quadro FX 540 MXM
0x032B=1,Quadro FX 500/FX 600
0X033F=1,Quadro FX 700
0x034C=1,Quadro FX Go1000
0x00CC=1,Quadro FX Go1400
0x031C=1,Quadro FX Go700
0x018A=1,Quadro NVS with AGP8X
0x032A=1,Quadro NVS 280 PCI
0x00FD=1,Quadro PCI-E Series
0x0165=1,Quadro NVS 285
0x017A=1,Quadro NVS
0x018A=1,Quadro NVS with AGP8X
0x0113=1,Quadro2 MXR/EX
0x017A=1,Quadro NVS
0x018B=1,Quadro4 380 XGL
0x0178=1,Quadro4 550 XGL
0x0188=1,Quadro4 580 XGL
0x025B=1,Quadro4 700 XGL
0x0259=1,Quadro4 750 XGL
0x0258=1,Quadro4 900 XGL
0x0288=1,Quadro4 980 XGL
0x028C=1,Quadro4 Go700
0x0295=4,NVIDIA GeForce 7950 GT
0x03D0=1,NVIDIA GeForce 6100 nForce 430
0x03D1=1,NVIDIA GeForce 6100 nForce 405
0x03D2=1,NVIDIA GeForce 6100 nForce 400
0x0241=1,NVIDIA GeForce 6150 LE
0x0242=1,NVIDIA GeForce 6100
0x0245=1,NVIDIA Quadro NVS 210S / NVIDIA GeForce 6150LE
0x029C=1,NVIDIA Quadro FX 5500
0x0191=5,NVIDIA GeForce 8800 GTX
0x0193=5,NVIDIA GeForce 8800 GTS
0x0400=4,NVIDIA GeForce 8600 GTS
0x0402=4,NVIDIA GeForce 8600 GT
0x0421=4,NVIDIA GeForce 8500 GT
0x0422=4,NVIDIA GeForce 8400 GS
0x0423=4,NVIDIA GeForce 8300 GS
[AppCompatGPU-0x1002]
;IDs obtained from ATI_Device_IDs from ATI.com
;0 indicates unsupported. -1 indicates untested. Most laptops and Quadros have not been tested
VendorName=ATI
VendorMobileTag=Mobility
0x5653=1,ATI MOBILITY/RADEON X700
0x7248=5,Radeon X1950 XTX Uber - Limited Edition
0x7268=5,Radeon X1950 XTX Uber - Limited Edition Secondary
0x554D=3,Radeon X800 CrossFire Edition
0x556D=3,Radeon X800 CrossFire Edition Secondary
0x5D52=3,Radeon X850 CrossFire Edition
0x5D72=3,Radeon X850 CrossFire Edition Secondary
0x564F=1,Radeon X550/X700 Series
0x4154=1,ATI FireGL T2
0x4174=1,ATI FireGL T2 Secondary
0x5B64=1,ATI FireGL V3100
0x5B74=1,ATI FireGL V3100 Secondary
0x3E54=1,ATI FireGL V3200
0x3E74=1,ATI FireGL V3200 Secondary
0x7152=1,ATI FireGL V3300
0x7172=1,ATI FireGL V3300 Secondary
0x7153=1,ATI FireGL V3350
0x7173=1,ATI FireGL V3350 Secondary
0x71D2=1,ATI FireGL V3400
0x71F2=1,ATI FireGL V3400 Secondary
0x5E48=1,ATI FireGL V5000
0x5E68=1,ATI FireGL V5000 Secondary
0x5551=1,ATI FireGL V5100
0x5571=1,ATI FireGL V5100 Secondary
0x71DA=1,ATI FireGL V5200
0x71FA=1,ATI FireGL V5200 Secondary
0x7105=1,ATI FireGL V5300
0x7125=1,ATI FireGL V5300 Secondary
0x5550=1,ATI FireGL V7100
0x5570=1,ATI FireGL V7100 Secondary
0x5D50=1,ATI FireGL V7200
0x7104=1,ATI FireGL V7200
0x5D70=1,ATI FireGL V7200 Secondary
0x7124=1,ATI FireGL V7200 Secondary
0x710E=1,ATI FireGL V7300
0x712E=1,ATI FireGL V7300 Secondary
0x710F=1,ATI FireGL V7350
0x712F=1,ATI FireGL V7350 Secondary
0x4E47=1,ATI FireGL X1
0x4E67=1,ATI FireGL X1 Secondary
0x4E4B=1,ATI FireGL X2-256/X2-256t
0x4E6B=1,ATI FireGL X2-256/X2-256t Secondary
0x4A4D=1,ATI FireGL X3-256
0x4A6D=1,ATI FireGL X3-256 Secondary
0x4147=1,ATI FireGL Z1
0x4167=1,ATI FireGL Z1 Secondary
0x5B65=1,ATI FireMV 2200
0x5B75=1,ATI FireMV 2200 Secondary
0x719B=1,ATI FireMV 2250
0x71BB=1,ATI FireMV 2250 Secondary
0x3151=1,ATI FireMV 2400
0x3171=1,ATI FireMV 2400 Secondary
0x724E=1,ATI FireStream 2U
0x726E=1,ATI FireStream 2U Secondary
0x4C58=1,ATI MOBILITY FIRE GL 7800
0x4E54=1,ATI MOBILITY FIRE GL T2/T2e
0x5464=1,ATI MOBILITY FireGL V3100
0x3154=1,ATI MOBILITY FireGL V3200
0x564A=1,ATI MOBILITY FireGL V5000
0x564B=1,ATI MOBILITY FireGL V5000
0x5D49=1,ATI MOBILITY FireGL V5100
0x71C4=1,ATI MOBILITY FireGL V5200
0x71D4=1,ATI MOBILITY FireGL V5250
0x7106=1,ATI MOBILITY FireGL V7100
0x7103=1,ATI MOBILITY FireGL V7200
0x4C59=1,ATI MOBILITY RADEON
0x4C57=1,ATI MOBILITY RADEON 7500
0x4E52=1,ATI MOBILITY RADEON 9500
0x4E56=1,ATI MOBILITY RADEON 9550
0x4E50=1,ATI MOBILITY RADEON 9600/9700 Series
0x4A4E=1,ATI MOBILITY RADEON 9800
0x7210=1,ATI Mobility Radeon HD 2300
0x7211=1,ATI Mobility Radeon HD 2300
0x94C9=1,ATI Mobility Radeon HD 2400
0x94C8=1,ATI Mobility Radeon HD 2400 XT
0x9581=1,ATI Mobility Radeon HD 2600
0x9583=1,ATI Mobility Radeon HD 2600 XT
0x714A=1,ATI Mobility Radeon X1300
0x7149=1,ATI Mobility Radeon X1300
0x714B=1,ATI Mobility Radeon X1300
0x714C=1,ATI Mobility Radeon X1300
0x718B=1,ATI Mobility Radeon X1350
0x718C=1,ATI Mobility Radeon X1350
0x7196=1,ATI Mobility Radeon X1350
0x7145=1,ATI Mobility Radeon X1400
0x7186=1,ATI Mobility Radeon X1450
0x718D=1,ATI Mobility Radeon X1450
0x71C5=1,ATI Mobility Radeon X1600
0x71D5=1,ATI Mobility Radeon X1700
0x71DE=1,ATI Mobility Radeon X1700
0x71D6=1,ATI Mobility Radeon X1700 XT
0x7102=1,ATI Mobility Radeon X1800
0x7101=1,ATI Mobility Radeon X1800 XT
0x7284=1,ATI Mobility Radeon X1900
0x718A=1,ATI Mobility Radeon X2300
0x7188=1,ATI Mobility Radeon X2300
0x5461=1,ATI MOBILITY RADEON X300
0x5460=1,ATI MOBILITY RADEON X300
0x3152=1,ATI MOBILITY RADEON X300
0x3150=1,ATI MOBILITY RADEON
0x5462=1,ATI MOBILITY RADEON X600 SE
0x5652=1,ATI MOBILITY RADEON X700
0x5653=1,ATI MOBILITY RADEON X700
0x5673=1,ATI MOBILITY RADEON X700 Secondary
0x5D4A=1,ATI MOBILITY RADEON X800
0x5D48=1,ATI MOBILITY RADEON X800 XT
0x4153=1,ATI Radeon 9550/X1050 Series
0x4173=1,ATI Radeon 9550/X1050 Series Secondary
0x4150=1,ATI RADEON 9600 Series
0x4E51=1,ATI RADEON 9600 Series
0x4151=1,ATI RADEON 9600 Series
0x4155=1,ATI RADEON 9600 Series
0x4152=1,ATI RADEON 9600 Series
0x4E71=1,ATI RADEON 9600 Series Secondary
0x4171=1,ATI RADEON 9600 Series Secondary
0x4170=1,ATI RADEON 9600 Series Secondary
0x4175=1,ATI RADEON 9600 Series Secondary
0x4172=1,ATI RADEON 9600 Series Secondary
0x9402=5,ATI Radeon HD 2900 XT
0x9403=5,ATI Radeon HD 2900 XT
0x9400=5,ATI Radeon HD 2900 XT
0x9401=5,ATI Radeon HD 2900 XT
0x791E=1,ATI Radeon X1200 Series
0x791F=1,ATI Radeon X1200 Series
0x7288=5,ATI Radeon X1950 GT
0x72A8=5,ATI Radeon X1950 GT Secondary
0x554E=3,ATI RADEON X800 GT
0x556E=3,ATI RADEON X800 GT Secondary
0x554D=3,ATI RADEON X800 XL
0x556D=3,ATI RADEON X800 XL Secondary
0x4B4B=3,ATI RADEON X850 PRO
0x4B6B=3,ATI RADEON X850 PRO Secondary
0x4B4A=3,ATI RADEON X850 SE
0x4B6A=3,ATI RADEON X850 SE Secondary
0x4B49=3,ATI RADEON X850 XT
0x4B4C=3,ATI RADEON X850 XT Platinum Edition
0x4B6C=3,ATI RADEON X850 XT Platinum Edition Secondary
0x4B69=3,ATI RADEON X850 XT Secondary
0x793F=1,ATI Radeon Xpress 1200 Series
0x7941=1,ATI Radeon Xpress 1200 Series
0x7942=1,ATI Radeon Xpress 1200 Series
0x5A61=1,ATI Radeon Xpress Series
0x5A63=1,ATI Radeon Xpress Series
0x5A62=1,ATI Radeon Xpress Series
0x5A41=1,ATI Radeon Xpress Series
0x5A43=1,ATI Radeon Xpress Series
0x5A42=1,ATI Radeon Xpress Series
0x5954=1,ATI Radeon Xpress Series
0x5854=1,ATI Radeon Xpress Series
0x5955=1,ATI Radeon Xpress Series
0x5974=1,ATI Radeon Xpress Series
0x5874=1,ATI Radeon Xpress Series
0x5975=1,ATI Radeon Xpress Series
0x4144=1,Radeon 9500
0x4149=1,Radeon 9500
0x4E45=1,Radeon 9500 PRO / 9700
0x4E65=1,Radeon 9500 PRO / 9700 Secondary
0x4164=1,Radeon 9500 Secondary
0x4169=1,Radeon 9500 Secondary
0x4E46=1,Radeon 9600 TX
0x4E66=1,Radeon 9600 TX Secondary
0x4146=1,Radeon 9600TX
0x4166=1,Radeon 9600TX Secondary
0x4E44=1,Radeon 9700 PRO
0x4E64=1,Radeon 9700 PRO Secondary
0x4E49=1,Radeon 9800
0x4E48=1,Radeon 9800 PRO
0x4E68=1,Radeon 9800 PRO Secondary
0x4148=1,Radeon 9800 SE
0x4168=1,Radeon 9800 SE Secondary
0x4E69=1,Radeon 9800 Secondary
0x4E4A=1,Radeon 9800 XT
0x4E6A=1,Radeon 9800 XT Secondary
0x7146=2,Radeon X1300 / X1550 Series
0x7166=2,Radeon X1300 / X1550 Series Secondary
0x714E=2,Radeon X1300 Series
0x715E=2,Radeon X1300 Series
0x714D=2,Radeon X1300 Series
0x71C3=2,Radeon X1300 Series
0x718F=2,Radeon X1300 Series
0x716E=2,Radeon X1300 Series Secondary
0x717E=2,Radeon X1300 Series Secondary
0x716D=2,Radeon X1300 Series Secondary
0x71E3=2,Radeon X1300 Series Secondary
0x71AF=2,Radeon X1300 Series Secondary
0x7142=2,Radeon X1300/X1550 Series
0x7180=2,Radeon X1300/X1550 Series
0x7183=2,Radeon X1300/X1550 Series
0x7187=2,Radeon X1300/X1550 Series
0x7162=2,Radeon X1300/X1550 Series Secondary
0x71A0=2,Radeon X1300/X1550 Series Secondary
0x71A3=2,Radeon X1300/X1550 Series Secondary
0x71A7=2,Radeon X1300/X1550 Series Secondary
0x7147=2,Radeon X1550 64-bit
0x715F=2,Radeon X1550 64-bit
0x719F=2,Radeon X1550 64-bit
0x7167=2,Radeon X1550 64-bit Secondary
0x717F=2,Radeon X1550 64-bit Secondary
0x7143=2,Radeon X1550 Series
0x7193=2,Radeon X1550 Series
0x7163=2,Radeon X1550 Series Secondary
0x71B3=2,Radeon X1550 Series Secondary
0x71CE=3,Radeon X1600 Pro / Radeon X1300 XT
0x71EE=3,Radeon X1600 Pro / Radeon X1300 XT Secondary
0x7140=3,Radeon X1600 Series
0x71C0=3,Radeon X1600 Series
0x71C2=3,Radeon X1600 Series
0x71C6=3,Radeon X1600 Series
0x7181=3,Radeon X1600 Series
0x71CD=3,Radeon X1600 Series
0x7160=3,Radeon X1600 Series Secondary
0x71E2=3,Radeon X1600 Series Secondary
0x71E6=3,Radeon X1600 Series Secondary
0x71A1=3,Radeon X1600 Series Secondary
0x71ED=3,Radeon X1600 Series Secondary
0x71E0=3,Radeon X1600 Series Secondary
0x71C1=3,Radeon X1650 Series
0x7293=3,Radeon X1650 Series
0x7291=3,Radeon X1650 Series
0x71C7=3,Radeon X1650 Series
0x71E1=3,Radeon X1650 Series Secondary
0x72B3=3,Radeon X1650 Series Secondary
0x72B1=3,Radeon X1650 Series Secondary
0x71E7=3,Radeon X1650 Series Secondary
0x7100=4,Radeon X1800 Series
0x7108=4,Radeon X1800 Series
0x7109=4,Radeon X1800 Series
0x710A=4,Radeon X1800 Series
0x710B=4,Radeon X1800 Series
0x710C=4,Radeon X1800 Series
0x7120=4,Radeon X1800 Series Secondary
0x7128=4,Radeon X1800 Series Secondary
0x7129=4,Radeon X1800 Series Secondary
0x712A=4,Radeon X1800 Series Secondary
0x712B=4,Radeon X1800 Series Secondary
0x712C=4,Radeon X1800 Series Secondary
0x7243=5,Radeon X1900 Series
0x7245=5,Radeon X1900 Series
0x7246=5,Radeon X1900 Series
0x7247=5,Radeon X1900 Series
0x7248=5,Radeon X1900 Series
0x7249=5,Radeon X1900 Series
0x724A=5,Radeon X1900 Series
0x724B=5,Radeon X1900 Series
0x724C=5,Radeon X1900 Series
0x724D=5,Radeon X1900 Series
0x724F=5,Radeon X1900 Series
0x7263=5,Radeon X1900 Series Secondary
0x7265=5,Radeon X1900 Series Secondary
0x7266=5,Radeon X1900 Series Secondary
0x7267=5,Radeon X1900 Series Secondary
0x7268=5,Radeon X1900 Series Secondary
0x7269=5,Radeon X1900 Series Secondary
0x726A=5,Radeon X1900 Series Secondary
0x726B=5,Radeon X1900 Series Secondary
0x726C=5,Radeon X1900 Series Secondary
0x726D=5,Radeon X1900 Series Secondary
0x726F=5,Radeon X1900 Series Secondary
0x7280=5,Radeon X1950 Series
0x7240=5,Radeon X1950 Series
0x7244=5,Radeon X1950 Series
0x72A0=5,Radeon X1950 Series Secondary
0x7260=5,Radeon X1950 Series Secondary
0x7264=5,Radeon X1950 Series Secondary
0x5B60=1,Radeon X300/X550/X1050 Series
0x5B63=1,Radeon X300/X550/X1050 Series
0x5B73=1,Radeon X300/X550/X1050 Series Secondary
0x5B70=1,Radeon X300/X550/X1050 Series Secondary
0x5657=1,Radeon X550/X700 Series
0x5677=1,Radeon X550/X700 Series Secondary
0x5B62=1,Radeon X600 Series
0x5B72=1,Radeon X600 Series Secondary
0x3E50=1,Radeon X600/X550 Series
0x3E70=1,Radeon X600/X550 Series Secondary
0x5E4D=2,Radeon X700
0x5E4B=2,Radeon X700 PRO
0x5E6B=2,Radeon X700 PRO Secondary
0x5E4C=2,Radeon X700 SE
0x5E6C=2,Radeon X700 SE Secondary
0x5E6D=2,Radeon X700 Secondary
0x5E4A=2,Radeon X700 XT
0x5E6A=2,Radeon X700 XT Secondary
0x5E4F=2,Radeon X700/X550 Series
0x5E6F=2,Radeon X700/X550 Series Secondary
0x554B=3,Radeon X800 GT
0x556B=3,Radeon X800 GT Secondary
0x5549=3,Radeon X800 GTO
0x554F=3,Radeon X800 GTO
0x5D4F=3,Radeon X800 GTO
0x5569=3,Radeon X800 GTO Secondary
0x556F=3,Radeon X800 GTO Secondary
0x5D6F=3,Radeon X800 GTO Secondary
0x4A49=3,Radeon X800 PRO
0x4A69=3,Radeon X800 PRO Secondary
0x4A4F=3,Radeon X800 SE
0x4A6F=3,Radeon X800 SE Secondary
0x4A48=3,Radeon X800 Series
0x4A4A=3,Radeon X800 Series
0x4A4C=3,Radeon X800 Series
0x5548=3,Radeon X800 Series
0x4A68=3,Radeon X800 Series Secondary
0x4A6A=3,Radeon X800 Series Secondary
0x4A6C=3,Radeon X800 Series Secondary
0x5568=3,Radeon X800 Series Secondary
0x4A54=3,Radeon X800 VE
0x4A74=3,Radeon X800 VE Secondary
0x4A4B=3,Radeon X800 XT
0x5D57=3,Radeon X800 XT
0x4A50=3,Radeon X800 XT Platinum Edition
0x554A=3,Radeon X800 XT Platinum Edition
0x4A70=3,Radeon X800 XT Platinum Edition Secondary
0x556A=3,Radeon X800 XT Platinum Edition Secondary
0x4A6B=3,Radeon X800 XT Secondary
0x5D77=3,Radeon X800 XT Secondary
0x5D52=3,Radeon X850 XT
0x5D4D=3,Radeon X850 XT Platinum Edition
0x5D6D=3,Radeon X850 XT Platinum Edition Secondary
0x5D72=3,Radeon X850 XT Secondary

View file

@ -0,0 +1,736 @@
; Add a ArrayOfStruct key for all DeviceProfile PerObjectConfig sections (this must come before any DeviceProfile sections)
; Note that * properties don't get written back out by the config system, but these aren't real sections, so that should be okay
[DeviceProfile]
*TextureLODGroups=Group
[DeviceProfiles]
+DeviceProfileNameAndTypes=Windows,Windows
+DeviceProfileNameAndTypes=WindowsNoEditor,Windows
+DeviceProfileNameAndTypes=WindowsServer,Windows
+DeviceProfileNameAndTypes=WindowsClient,Windows
+DeviceProfileNameAndTypes=IOS,IOS
+DeviceProfileNameAndTypes=iPadAir,IOS
+DeviceProfileNameAndTypes=iPadAir2,IOS
+DeviceProfileNameAndTypes=iPadAir3,IOS
+DeviceProfileNameAndTypes=iPadMini2,IOS
+DeviceProfileNameAndTypes=iPadMini4,IOS
+DeviceProfileNameAndTypes=iPadMini5,IOS
+DeviceProfileNameAndTypes=iPodTouch6,IOS
+DeviceProfileNameAndTypes=iPodTouch7,IOS
+DeviceProfileNameAndTypes=iPhone5S,IOS
+DeviceProfileNameAndTypes=iPhone6,IOS
+DeviceProfileNameAndTypes=iPhone6Plus,IOS
+DeviceProfileNameAndTypes=iPhone6S,IOS
+DeviceProfileNameAndTypes=iPhone6SPlus,IOS
+DeviceProfileNameAndTypes=iPhone7,IOS
+DeviceProfileNameAndTypes=iPhone7Plus,IOS
+DeviceProfileNameAndTypes=iPhoneSE,IOS
+DeviceProfileNameAndTypes=iPhone8,IOS
+DeviceProfileNameAndTypes=iPhone8Plus,IOS
+DeviceProfileNameAndTypes=iPhoneX,IOS
+DeviceProfileNameAndTypes=iPhoneXS,IOS
+DeviceProfileNameAndTypes=iPhoneXSMax,IOS
+DeviceProfileNameAndTypes=iPhoneXR,IOS
+DeviceProfileNameAndTypes=iPhone11,IOS
+DeviceProfileNameAndTypes=iPhone11Pro,IOS
+DeviceProfileNameAndTypes=iPhone11ProMax,IOS
+DeviceProfileNameAndTypes=iPadPro,IOS
+DeviceProfileNameAndTypes=iPadPro105,IOS
+DeviceProfileNameAndTypes=iPadPro129,IOS
+DeviceProfileNameAndTypes=iPadPro97,IOS
+DeviceProfileNameAndTypes=iPadPro2_129,IOS
+DeviceProfileNameAndTypes=iPad5,IOS
+DeviceProfileNameAndTypes=iPad6,IOS
+DeviceProfileNameAndTypes=iPad7,IOS
+DeviceProfileNameAndTypes=iPadPro11,IOS
+DeviceProfileNameAndTypes=iPadPro3_129,IOS
+DeviceProfileNameAndTypes=AppleTV,IOS
+DeviceProfileNameAndTypes=AppleTV4K,IOS
+DeviceProfileNameAndTypes=TVOS,AppleTV
+DeviceProfileNameAndTypes=Mac,Mac
+DeviceProfileNameAndTypes=MacClient,Mac
+DeviceProfileNameAndTypes=MacNoEditor,Mac
+DeviceProfileNameAndTypes=MacServer,Mac
+DeviceProfileNameAndTypes=Linux,Linux
+DeviceProfileNameAndTypes=LinuxNoEditor,Linux
+DeviceProfileNameAndTypes=LinuxAArch64NoEditor,Linux
+DeviceProfileNameAndTypes=LinuxClient,Linux
+DeviceProfileNameAndTypes=LinuxAArch64Client,Linux
+DeviceProfileNameAndTypes=LinuxServer,Linux
+DeviceProfileNameAndTypes=LinuxAArch64Server,Linux
+DeviceProfileNameAndTypes=Android,Android
+DeviceProfileNameAndTypes=Android_Low,Android
+DeviceProfileNameAndTypes=Android_Mid,Android
+DeviceProfileNameAndTypes=Android_High,Android
+DeviceProfileNameAndTypes=Android_Default,Android
+DeviceProfileNameAndTypes=Android_Adreno4xx,Android
+DeviceProfileNameAndTypes=Android_Adreno5xx_Low,Android
+DeviceProfileNameAndTypes=Android_Adreno5xx,Android
+DeviceProfileNameAndTypes=Android_Adreno6xx,Android
+DeviceProfileNameAndTypes=Android_Adreno6xx_Vulkan,Android
+DeviceProfileNameAndTypes=Android_Mali_T6xx,Android
+DeviceProfileNameAndTypes=Android_Mali_T7xx,Android
+DeviceProfileNameAndTypes=Android_Mali_T8xx,Android
+DeviceProfileNameAndTypes=Android_Mali_G71,Android
+DeviceProfileNameAndTypes=Android_Mali_G72,Android
+DeviceProfileNameAndTypes=Android_Mali_G72_Vulkan,Android
+DeviceProfileNameAndTypes=Android_Mali_G76,Android
+DeviceProfileNameAndTypes=Android_Mali_G76_Vulkan,Android
+DeviceProfileNameAndTypes=Android_Mali_G77,Android
+DeviceProfileNameAndTypes=Android_Mali_G77_Vulkan,Android
+DeviceProfileNameAndTypes=Android_Vulkan_SM5,Android
+DeviceProfileNameAndTypes=Android_PowerVR_G6xxx,Android
+DeviceProfileNameAndTypes=Android_PowerVR_GT7xxx,Android
+DeviceProfileNameAndTypes=Android_PowerVR_GE8xxx,Android
+DeviceProfileNameAndTypes=Android_PowerVR_GM9xxx,Android
+DeviceProfileNameAndTypes=Android_PowerVR_GM9xxx_Vulkan,Android
+DeviceProfileNameAndTypes=Android_TegraK1,Android
+DeviceProfileNameAndTypes=Android_Unknown_Vulkan,Android
+DeviceProfileNameAndTypes=Lumin,Lumin
+DeviceProfileNameAndTypes=Lumin_Desktop,Lumin
+DeviceProfileNameAndTypes=HoloLens,HoloLens
[/Script/Engine.TextureLODSettings]
@TextureLODGroups=Group
TextureLODGroups=(Group=TEXTUREGROUP_World,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_WorldNormalMap,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_WorldSpecular,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Character,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_CharacterNormalMap,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_CharacterSpecular,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Weapon,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_WeaponNormalMap,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_WeaponSpecular,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Vehicle,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_VehicleNormalMap,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_VehicleSpecular,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Cinematic,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Effects,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_EffectsNotFiltered,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Skybox,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_UI,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_NoMipmaps)
+TextureLODGroups=(Group=TEXTUREGROUP_Lightmap,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Shadowmap,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_RenderTarget,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_MobileFlattened,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Terrain_Heightmap,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Terrain_Weightmap,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Bokeh,MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_Pixels2D,MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=point,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
+TextureLODGroups=(Group=TEXTUREGROUP_8BitData,LODBias=0,MinMagFilter=point,MipFilter=point,MipGenSettings=TMGS_NoMipmaps)
+TextureLODGroups=(Group=TEXTUREGROUP_16BitData,LODBias=0,MinMagFilter=point,MipFilter=point,MipGenSettings=TMGS_NoMipmaps)
[Windows DeviceProfile]
DeviceType=Windows
BaseProfileName=
; +CVars=r.Vulkan.EnableValidation=0
[WindowsNoEditor DeviceProfile]
DeviceType=Windows
BaseProfileName=Windows
[WindowsClient DeviceProfile]
DeviceType=Windows
BaseProfileName=Windows
[WindowsServer DeviceProfile]
DeviceType=Windows
BaseProfileName=Windows
[WindowsClient DeviceProfile]
DeviceType=Windows
BaseProfileName=Windows
;----------------
; iOS Devices
[IOS DeviceProfile]
DeviceType=IOS
BaseProfileName=
; HZB will be slower with tiled, and not needed
+CVars=r.HZBOcclusion=0
; Non need for depth prepass
+CVars=r.EarlyZPass=0
; Needs geometry shader support
+CVars=r.TranslucentLightingVolume=0
; Needs geometry shader support
+CVars=r.AllowPointLightCubemapShadows=0
; Not sure on this one - may need the whole D Buffer stuff going
+CVars=r.Decal.StencilSizeThreshold=-1
+CVars=slate.AbsoluteIndices=1
+CVars=r.MorphTarget.Mode=0
; Scalability
+CVars=sg.AntiAliasingQuality=0
+CVars=sg.ShadowQuality=1
+CVars=sg.ViewDistanceQuality=3
+CVars=sg.PostProcessQuality=3
+CVars=sg.TextureQuality=3
+CVars=sg.EffectsQuality=3
+CVars=sg.FoliageQuality=3
[iPad2 DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=r.RenderTargetSwitchWorkaround=1
+CVars=r.EyeAdaptationQuality=0
[iPad3 DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=r.RenderTargetSwitchWorkaround=1
+CVars=r.EyeAdaptationQuality=0
[iPad4 DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=r.RenderTargetSwitchWorkaround=1
+CVars=r.EyeAdaptationQuality=0
[iPadAir DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=sg.PostProcessQuality=1
+CVars=r.EyeAdaptationQuality=0
[iPadAir2 DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=sg.PostProcessQuality=3
+CVars=sg.ShadowQuality=2
+CVars=r.EyeAdaptationQuality=0
[iPadMini DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=r.RenderTargetSwitchWorkaround=1
+CVars=r.EyeAdaptationQuality=0
[iPadMini2 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPadAir
+CVars=r.EyeAdaptationQuality=0
[iPadMini4 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPadMini2
+CVars=sg.PostProcessQuality=2
+CVars=r.EyeAdaptationQuality=0
[iPhone5S DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=r.MobileContentScaleFactor=2
+CVars=sg.PostProcessQuality=3
+CVars=r.EyeAdaptationQuality=0
[iPodTouch6 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone6
+CVars=r.MobileContentScaleFactor=2
+CVars=r.EyeAdaptationQuality=0
[iPodTouch7 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone7
+CVars=r.MobileContentScaleFactor=2
+CVars=r.EyeAdaptationQuality=0
[iPhone6 DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=r.MobileContentScaleFactor=2
+CVars=sg.PostProcessQuality=3
+CVars=r.EyeAdaptationQuality=0
[iPhone6Plus DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=r.MobileContentScaleFactor=2
+CVars=sg.PostProcessQuality=3
[iPhone6S DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone6
+CVars=r.MobileContentScaleFactor=2
+CVars=sg.ShadowQuality=2
[iPhone6SPlus DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone6Plus
+CVars=r.MobileContentScaleFactor=2
+CVars=sg.ShadowQuality=2
[iPhoneSE DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=r.MobileContentScaleFactor=2
+CVars=sg.PostProcessQuality=3
[iPhone7 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone6
+CVars=r.MobileContentScaleFactor=2
[iPhone7Plus DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone6Plus
+CVars=r.MobileContentScaleFactor=2
[iPhone8 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone7
+CVars=sg.ShadowQuality=3
[iPhone8Plus DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone7Plus
+CVars=sg.ShadowQuality=3
[iPhoneX DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone8
+CVars=r.CustomUnsafeZones="(L:free[0,-15][812,15]);(P:fixed[83,0][206,30])"
[iPhoneXS DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone8
+CVars=r.CustomUnsafeZones="(L:free[0,-15][812,15]);(P:fixed[83,0][206,30])"
[iPhoneXSMax DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone8
+CVars=r.CustomUnsafeZones="(L:free[0,-15][896,15]);(P:fixed[104,0][206,30])"
[iPhoneXR DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone8
+CVars=r.CustomUnsafeZones="(L:free[0,-15][896,15]);(P:fixed[104,0][206,30])"
[iPhone11 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone8
+CVars=r.CustomUnsafeZones="(L:free[0,-15][812,15]);(P:fixed[83,0][206,30])"
[iPhone11Pro DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone8
+CVars=r.CustomUnsafeZones="(L:free[0,-15][812,15]);(P:fixed[83,0][206,30])"
[iPhone11ProMax DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone8
+CVars=r.CustomUnsafeZones="(L:free[0,-15][812,15]);(P:fixed[83,0][206,30])"
[iPadPro DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=r.MobileContentScaleFactor=1.5
+CVars=g.TimeoutForBlockOnRenderFence=3000000
+CVars=r.Decal.StencilSizeThreshold=0.1
+CVars=r.MetalComputeParameterSize=1024
+CVars=r.EarlyZPass=3
+CVars=sg.ShadowQuality=3
+CVars=sg.PostProcessQuality=3
+CVars=sg.AntiAliasingQuality=3
[AppleTV DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=sg.PostProcessQuality=3
+CVars=sg.ShadowQuality=3
+CVars=r.EyeAdaptationQuality=0
[AppleTV4K DeviceProfile]
DeviceType=IOS
BaseProfileName=AppleTV
[iPadPro97 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
[iPadPro129 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
[iPadPro105 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
[iPadPro11 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
[iPad5 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro97
[iPad6 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro97
[iPad7 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro97
[iPadPro2_129 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
[iPadPro3_129 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
[iPadAir3 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
[iPadMini5 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
;----------------
; Android devices
; These rules are checked in turn and stop at the profile that matches all criteria
[/Script/AndroidDeviceProfileSelector.AndroidDeviceProfileMatchingRules]
MatchProfile=(Profile="Android_Adreno4xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 4[0-9][0-9]")))
+MatchProfile=(Profile="Android_Adreno5xx_Low",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 5[0-1][0-9]")))
+MatchProfile=(Profile="Android_Adreno5xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 5[0-9][0-9]")))
; Example profiles for Vulkan SM5
;+MatchProfile=(Profile="Android_Vulkan_SM5",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 6[0-9][0-9]"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="9"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
;+MatchProfile=(Profile="Android_Vulkan_SM5",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G7[67]"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Adreno6xx_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 6[0-9][0-9]"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="9"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Adreno6xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 6[0-9][0-9]")))
; Enable Vulkan on any unknown Adreno running Android 10 or later
+MatchProfile=(Profile="Android_Unknown_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="10"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Mali_T6xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-T6")))
+MatchProfile=(Profile="Android_Mali_T7xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-T7")))
+MatchProfile=(Profile="Android_Mali_T8xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-T8")))
+MatchProfile=(Profile="Android_Mali_G71",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G71")))
+MatchProfile=(Profile="Android_Mali_G72_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G72"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="9"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Mali_G72",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G72")))
+MatchProfile=(Profile="Android_Mali_G76_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G76"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Mali_G76",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G76")))
+MatchProfile=(Profile="Android_Mali_G77_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G77"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Mali_G77",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G77")))
; Enable Vulkan on any unknown Mali running Android 10 or later
+MatchProfile=(Profile="Android_Unknown_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="10"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_PowerVR_G6xxx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue G6[0-9]+")))
+MatchProfile=(Profile="Android_PowerVR_GT7xxx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue GT7[0-9]+")))
+MatchProfile=(Profile="Android_PowerVR_GE8xxx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue GE8[0-9]+")))
+MatchProfile=(Profile="Android_PowerVR_GM9xxx_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue GM9[0-9]+"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_PowerVR_GM9xxx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue GM9[0-9]+")))
+MatchProfile=(Profile="Android_TegraK1",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Equal,MatchString="NVIDIA Tegra"),(SourceType=SRC_GlVersion,CompareType=CMP_Regex,MatchString="^OpenGL ES 3\\.")))
; Android_Default is the profile of last resort
[Android DeviceProfile]
DeviceType=Android
BaseProfileName=
+CVars=r.MobileContentScaleFactor=1.0
+CVars=slate.AbsoluteIndices=1
+CVars=r.Vulkan.DelayAcquireBackBuffer=2
+CVars=r.Vulkan.RobustBufferAccess=1
+CVars=r.Vulkan.DescriptorSetLayoutMode=2
; Don't enable Vulkan by default. Specific device profiles can set this cvar to 0 to enable Vulkan.
+CVars=r.Android.DisableVulkanSupport=1
+CVars=r.Android.DisableVulkanSM5Support=1
[Android_Low DeviceProfile]
DeviceType=Android
BaseProfileName=Android
+CVars=r.MobileContentScaleFactor=0.8
; Scalability groups, see AndroidScalability.ini
+CVars=sg.ViewDistanceQuality=0
+CVars=sg.AntiAliasingQuality=0
+CVars=sg.ShadowQuality=0
+CVars=sg.PostProcessQuality=0
+CVars=sg.TextureQuality=0
+CVars=sg.EffectsQuality=0
+CVars=sg.FoliageQuality=0
[Android_Mid DeviceProfile]
DeviceType=Android
BaseProfileName=Android
+CVars=r.MobileContentScaleFactor=1.0
+CVars=sg.ViewDistanceQuality=1
+CVars=sg.AntiAliasingQuality=1
+CVars=sg.ShadowQuality=1
+CVars=sg.PostProcessQuality=1
+CVars=sg.TextureQuality=1
+CVars=sg.EffectsQuality=1
+CVars=sg.FoliageQuality=1
[Android_High DeviceProfile]
DeviceType=Android
BaseProfileName=Android
+CVars=sg.ViewDistanceQuality=2
+CVars=sg.AntiAliasingQuality=2
+CVars=sg.ShadowQuality=2
+CVars=sg.PostProcessQuality=2
+CVars=sg.TextureQuality=2
+CVars=sg.EffectsQuality=2
+CVars=sg.FoliageQuality=2
+CVars=r.MobileContentScaleFactor=1.0
; Example base settings for Vulkan SM5 on Android
[Android_Vulkan_SM5 DeviceProfile]
DeviceType=Android
BaseProfileName=Android
+CVars=sg.ViewDistanceQuality=2
+CVars=sg.AntiAliasingQuality=1
+CVars=sg.ShadowQuality=2
+CVars=sg.PostProcessQuality=2
+CVars=sg.TextureQuality=2
+CVars=sg.EffectsQuality=2
+CVars=sg.FoliageQuality=2
+CVars=sg.ShadingQuality=2
+CVars=r.BloomQuality=2
+CVars=r.LightShaftQuality=1
; Shadows
+CVars=r.Shadow.MaxResolution=2048
+CVars=r.Shadow.MaxCSMResolution=2048
+CVars=r.Shadow.WholeSceneShadowCacheMb=40
+CVars=r.Shadow.CachedShadowsCastFromMovablePrimitives=0
+CVars=r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=1
+CVars=r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=1
+CVars=r.Shadow.DistanceScale=1.0
+CVars=r.Shadow.CSM.MaxCascades=2
+CVars=r.ShadowQuality=2
+CVars=r.Shadow.CSMShadowDistanceFadeoutMultiplier=2.5
+CVars=r.SSS.Quality=0
+CVars=r.SSS.Scale=0
+CVars=r.SSR.Quality=0
+CVars=r.VirtualTextures=1
+CVars=r.Android.DisableVulkanSM5Support=0
+CVars=r.Android.DisableVulkanSupport=0
[Android_Default DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
;----------------
; Adreno devices, Adreno 4xx and above are supported
[Android_Adreno4xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Low
[Android_Adreno5xx_Low DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Low
; disable QCOM_shader_framebuffer_fetch_noncoherent on Adreno5xx, as it causes rendering artifacts with enabled MSAA
+CVars=r.Android.DisableFBFNonCoherent=1
[Android_Adreno5xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
; disable QCOM_shader_framebuffer_fetch_noncoherent on Adreno5xx, as it causes rendering artifacts with enabled MSAA
+CVars=r.Android.DisableFBFNonCoherent=1
[Android_Adreno6xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Adreno6xx_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Adreno6xx
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
;----------------
; PowerVR devices
; some PowerVR G6xxx devices are known to have problems with ES 3.1 on UE4
[Android_PowerVR_G6xxx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Low
[Android_PowerVR_GT7xxx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
[Android_PowerVR_GE8xxx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
[Android_PowerVR_GM9xxx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_PowerVR_GM9xxx_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_PowerVR_GM9xxx
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
;----------------
; Mali devices, we support from Mali-T6xx and above
[Android_Mali_T6xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Low
+CVars=r.Android.MaliMidgardIndexingBug=1
[Android_Mali_T7xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Low
+CVars=r.Android.MaliMidgardIndexingBug=1
[Android_Mali_T8xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
+CVars=r.Android.MaliMidgardIndexingBug=1
; using early_fragment_tests in a fragment shader does not work correctly on this device
+CVars=r.Android.DisableEarlyFragmentTests=1
[Android_Mali_G71 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
[Android_Mali_G72 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Mali_G72_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mali_G72
; enable Vulkan on Android 9 and up, older versions crash on creating PSO with a compute shader that uses texel_buffer (eye adaptation)
+CVars=r.Android.DisableVulkanSupport=0
[Android_Mali_G76 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Mali_G76_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mali_G76
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
[Android_Mali_G77 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Mali_G77_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mali_G77
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
[Android_TegraK1 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Unknown_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
[Lumin DeviceProfile]
DeviceType=Lumin
BaseProfileName=
+CVars=r.defaultfeature.postprocessing=0
+CVars=r.Lumin.OverrideExternalTextureSupport=4
+CVars=r.Vulkan.DelayAcquireBackBuffer=1
+CVars=vr.DebugCanvasInLayer=1
+CVars=r.Vulkan.RHIThread=1
+CVars=Slate.EnableFastWidgetPath=0
+CVars=r.DisjointTimerQueries=0
+CVars=r.MobileContentScaleFactor=1
+CVars=r.BloomQuality=0
+CVars=r.DepthOfFieldQuality=0
+CVars=r.LightShaftQuality=0
+CVars=r.RefractionQuality=0
+CVars=r.ShadowQuality=2
+CVars=r.PostProcessAAQuality=0
+CVars=r.Mobile.ForceDepthResolve=1
[LuminClient DeviceProfile]
DeviceType=Lumin
BaseProfileName=Lumin
[Lumin_Desktop DeviceProfile]
DeviceType=Lumin
BaseProfileName=Lumin
+CVars=r.BloomQuality=1
+CVars=r.LightShaftQuality=1
+CVars=r.RefractionQuality=1
+CVars=r.MobileContentScaleFactor=1.0
; Disable Screen Space Reflection
+CVars=r.SSR.Quality=0
; Disable Screen Space Ambient Occlusion
+CVars=r.AmbientOcclusionLevels=0
; Disable Reflection Environment
+CVars=r.ReflectionEnvironment=0
; Disable MotionBlur
+CVars=r.MotionBlurQuality=0
; Disable Light Propagation Volume
+CVars=r.LPV.Intensity=0
; Disable HZB
+CVars=r.HZBOcclusion=0
+CVars=r.AllowOcclusionQueries=0
[Mac DeviceProfile]
DeviceType=Mac
BaseProfileName=
+CVars=r.Shaders.ZeroInitialise=1
+CVars=r.Shaders.BoundsChecking=1
[MacClient DeviceProfile]
DeviceType=Mac
BaseProfileName=Mac
[MacNoEditor DeviceProfile]
DeviceType=Mac
BaseProfileName=Mac
[MacServer DeviceProfile]
DeviceType=Mac
BaseProfileName=Mac
[Linux DeviceProfile]
DeviceType=Linux
BaseProfileName=
MeshLODSettings=
TextureLODSettings=
[LinuxNoEditor DeviceProfile]
DeviceType=Linux
BaseProfileName=Linux
MeshLODSettings=
TextureLODSettings=
+CVars=r.RHICmdBypass=0
[LinuxAArch64NoEditor DeviceProfile]
DeviceType=Linux
BaseProfileName=Linux
MeshLODSettings=
TextureLODSettings=
+CVars=r.RHICmdBypass=0
[LinuxClient DeviceProfile]
DeviceType=Linux
BaseProfileName=Linux
+CVars=r.RHICmdBypass=0
[LinuxAArch64Client DeviceProfile]
DeviceType=Linux
BaseProfileName=Linux
+CVars=r.RHICmdBypass=0
[LinuxServer DeviceProfile]
DeviceType=Linux
BaseProfileName=Linux
MeshLODSettings=
TextureLODSettings=
[LinuxAArch64Server DeviceProfile]
DeviceType=Linux
BaseProfileName=Linux
MeshLODSettings=
TextureLODSettings=
[HoloLens DeviceProfile]
DeviceType=HoloLens
BaseProfileName=WindowsNoEditor

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[/Script/UnrealEd.UnrealEdKeyBindings]
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="J",CommandName="Matinee_PlayReverse")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="K",CommandName="Matinee_Stop")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="L",CommandName="Matinee_PlayForward")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="SpaceBar",CommandName="Matinee_TogglePlayPause")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Delete",CommandName="Matinee_DeleteSelection")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Add",CommandName="Matinee_ZoomIn")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Subtract",CommandName="Matinee_ZoomOut")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Equals",CommandName="Matinee_ZoomInAlt")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Underscore",CommandName="Matinee_ZoomOutAlt")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="Z",CommandName="Matinee_Undo")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="Y",CommandName="Matinee_Redo")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="I",CommandName="Matinee_MarkInSection")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="O",CommandName="Matinee_MarkOutSection")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Right",CommandName="Matinee_IncrementPosition")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Left",CommandName="Matinee_DecrementPosition")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=True,Key="Right",CommandName="Matinee_MoveToNextKey")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=True,Key="Left",CommandName="Matinee_MoveToPrevKey")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="R",CommandName="Matinee_SplitAnimKey")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="S",CommandName="Matinee_ToggleSnap")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Up",CommandName="Matinee_MoveActiveUp")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Down",CommandName="Matinee_MoveActiveDown")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="Enter",CommandName="Matinee_AddKey")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="W",CommandName="Matinee_DuplicateSelectedKeys")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="I",CommandName="Matinee_CropAnimationBeginning")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="O",CommandName="Matinee_CropAnimationEnd")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="C",CommandName="Matinee_Copy")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="X",CommandName="Matinee_Cut")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="V",CommandName="Matinee_Paste")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="A",CommandName="Matinee_ViewFitSequence")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="F",CommandName="Matinee_ViewFitToSelected")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=True,Key="A",CommandName="Matinee_ViewFitLoop")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="A",CommandName="Matinee_ViewFitLoopSequence")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="E",CommandName="Matinee_ViewEndOfTrack")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="one",CommandName="Matinee_ChangeKeyInterpModeAUTO")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="two",CommandName="Matinee_ChangeKeyInterpModeUSER")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="three",CommandName="Matinee_ChangeKeyInterpModeBREAK")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="four",CommandName="Matinee_ChangeKeyInterpModeLINEAR")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="five",CommandName="Matinee_ChangeKeyInterpModeCONSTANT")
; --- Curve Editor Bindings
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="one",CommandName="CurveEditor_ChangeInterpModeAUTO")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="two",CommandName="CurveEditor_ChangeInterpModeUSER")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="three",CommandName="CurveEditor_ChangeInterpModeBREAK")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="four",CommandName="CurveEditor_ChangeInterpModeLINEAR")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="five",CommandName="CurveEditor_ChangeInterpModeCONSTANT")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="A",CommandName="CurveEditor_FitViewToAll")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=True,Key="A",CommandName="CurveEditor_FitViewHorizontally")
+KeyBindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="A",CommandName="CurveEditor_FitViewVertically")
+KeyBindings=(bCtrlDown=False,bAltDown=False,bShiftDown=False,Key="F",CommandName="CurveEditor_FitViewToSelected")
[UserDefinedGestures]
Content=~OpenBracket~\r\n~CloseBracket~

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@ -0,0 +1,938 @@
; -------------------------------------------------------------------------------------------------
; IMPORTANT: EditorPerProjectUserSettings.ini has special behavior!
;
; This .ini file contains the defaults for many editor and engine "preferences". These preferences
; are saved to an EditorPerProjectUserSettings.ini file in the user's /<Game>/Saved/Config/ directory.
;
; If you change the default for a preference in here, that change will *NOT* automatically
; propagate to users who already have saved preferences. The idea is that we must preserve
; their existing settings and never want to clobber entries in that file.
;
; If you add a new preference, the new key and value *WILL* be propagated to the user's
; EditorPerProjectUserSettings.ini file. After we load the user's existing settings, we'll merge in
; any missing keys and values that are present in these defaults.
;
; One easy technique for forcing a "reset" of an already-existing preference is to simply
; rename the variable for that preference. The config system will treat it as a newly-added
; key and will propagate the change to existing users' preferences.
; -------------------------------------------------------------------------------------------------
[/Script/UnrealEd.EditorPerProjectUserSettings]
bEnableOutputLogWordWrap=False
bEnableOutputLogClearOnPIE=False
; True if WASD keys should be remapped to flight controls while the right mouse button is held down
AllowFlightCameraToRemapKeys=True
;If this is true, the user will not be asked to fully load a package before saving or before creating a new object
bSuppressFullyLoadPrompt=True
; True if user should be allowed to select translucent objects in perspective viewports
; NOTE: The reason we default this to true, even though it can be annoying, is that it can be a frustrating experience for new users to not be able to select a translucent object of interest, until they at least learn about this feature.
bAllowSelectTranslucent=True
; True if we should move actors to their appropriate grid volume levels immediately after most operations
bUpdateActorsInGridLevelsImmediately=False
; True if the memory/size data is displayed in the slate level browser
bDisplayMemorySizeDataInLevelBrowser=False
; True if we should automatically reimport animset assets when a change to source content is detected
bAutoReimportAnimSets=False
; Property Matrix
PropertyMatrix_NumberOfPasteOperationsBeforeWarning=20
; Blueprint Editor SCS Editor settings
bSCSEditorShowGrid=true
; Import
bKeepFbxNamespace=False
bShowImportDialogAtReimport=False
; Export
bKeepAttachHierarchy=true
; UAT
bGetAttentionOnUATCompletion=True
; Misc
HoverHighlightIntensity=0.000000
bDisplayUIExtensionPoints=False
bUseCurvesForDistributions=False
bAutoloadCheckedOutPackages=False
bAutomaticallyHotReloadNewClasses=True
bDisplayEngineVersionInBadge=False
[/Script/UnrealEd.FbxExportOption]
FbxExportCompatibility=FBX_2013
bASCII=false
bForceFrontXAxis=false
LevelOfDetail=True
bExportMorphTargets=True
Collision=True
VertexColor=true
MapSkeletalMotionToRoot=False
[/Script/EditorStyle.EditorStyleSettings]
; Whether to enable the Editor UI Layout configuration tools for the user
bEnableUserEditorLayoutManagement=True
; Applies a color vision deficiency filter to the entire editor
ColorVisionDeficiencyPreviewType=NormalVision
ColorVisionDeficiencySeverity=3
SelectionColor=(R=0.728f,G=0.364f,B=0.003f,A=1.000000)
PressedSelectionColor=(R=0.701f,G=0.225f,B=0.003f,A=1.000000)
InactiveSelectionColor=(R=0.25f,G=0.25f,B=0.25f,A=1.000000)
SelectorColor=(R=0.701f,G=0.225f,B=0.003f,A=1.000000)
LogBackgroundColor=(R=0.015996,G=0.015996,B=0.015996,A=1.000000)
LogSelectionBackgroundColor=(R=0.132868,G=0.132868,B=0.132868,A=1.000000)
LogNormalColor=(R=0.72,G=0.72,B=0.72,A=1.000000)
LogCommandColor=(R=0.033105,G=0.723055,B=0.033105,A=1.000000)
LogWarningColor=(R=0.921875,G=0.691406,B=0.000000,A=1.000000)
LogErrorColor=(R=1.000000,G=0.052083,B=0.060957,A=1.000000)
LogFontSize=9
; If true, all toolbars will use small icons without labels
bUseSmallToolBarIcons=False
; Enables animated transitions for certain menus and pop-up windows. Note that animations may be automatically disabled at low frame rates in order to improve responsiveness.
bEnableWindowAnimations=False
;If true, Variables names in the script editor are displayed in a sanitized format
bShowFriendlyNames=True
;If true, the Editor Preferences and Project Settings menu entries in the main menu will be expanded with sub-menus for each settings section
bExpandConfigurationMenus=False
bShowProjectMenus=True
bShowLaunchMenus=True
bShowAllAdvancedDetails=False
; When Playing or Simulating, shows all properties (even non-visible and non-editable properties), if the object belongs to a simulating world. This is useful for debugging.
bShowHiddenPropertiesWhilePlaying=False
[/Script/Levels.LevelBrowserSettings]
; True if the actor count is displayed in the slate level browser
bDisplayActorCount=True
bDisplayLightmassSize=False
bDisplayFileSize=False
; True if Level Paths are displayed in the slate level browser
bDisplayPaths=False
bDisplayEditorOffset=False
[/Script/SceneOutliner.SceneOutlinerSettings]
; True when the Scene Outliner is hiding temporary/run-time Actors
bHideTemporaryActors=False
; True when the Scene Outliner is showing only Actors that exist in the current level
bShowOnlyActorsInCurrentLevel=False
; Scene Outliner Settings
bShowOnlySelectedActors=False
[/Script/UnrealEd.ClassViewerSettings]
; Whether or not to display the hidden classes
DisplayInternalClasses=False
; How to filter the developer folder classes
DeveloperFolderType=CVDT_CurrentUser
[/Script/UnrealEd.SkeletalMeshEditorSettings]
; Persona viewport default settings
AnimPreviewFloorColor=(B=6,G=24,R=43,A=255)
AnimPreviewSkyColor=(B=250,G=196,R=178,A=255)
AnimPreviewSkyBrightness=0.250000
AnimPreviewLightBrightness=1.000000
AnimPreviewLightingDirection=(Pitch=320.000000,Yaw=290.000000,Roll=0.000000)
AnimPreviewDirectionalColor=(B=253,G=253,R=253,A=255)
[/Script/UnrealEd.EditorExperimentalSettings]
; Epic Labs
bWorldBrowser=False
bBreakOnExceptions=False
bToolbarCustomization=False
bBehaviorTreeEditor=False
bEnableFindAndReplaceReferences =False
bExampleLayersAndBlends = True
[/Script/UnrealEd.EditorLoadingSavingSettings]
; True if we should automatically load a default level at start up
LoadLevelAtStartup=ProjectDefault
; True if we should automatically reimport textures when a change to source content is detected
bAutoReimportTextures=False
bAutoReimportCSV=False
; Whether to mark blueprints dirty if they are automatically migrated during loads
bDirtyMigratedBlueprints=False
; Whether to automatically save after a time interval
bAutoSaveEnable=True
; Whether to automatically save maps during an autosave
bAutoSaveMaps=True
; Whether to automatically save content packages during an autosave
bAutoSaveContent=True
; The time interval after which to save
AutoSaveTimeMinutes=10
; The minimum number of seconds to wait after the last user interactions (with the editor) before auto-save can trigger.
AutoSaveInteractionDelayInSeconds=15
; The number of seconds warning before an autosave
AutoSaveWarningInSeconds=10
; Add the game directory by default
+AutoReimportDirectorySettings=(SourceDirectory="/Game/",MountPoint=,Wildcards=((Wildcard="Localization/*")))
; Whether to automatically prompt for SCC checkout on asset modification
bPromptForCheckoutOnAssetModification=True
; Source control
bSCCAutoAddNewFiles=True
; Tool to use for diffing text
TextDiffToolPath=(FilePath="p4merge.exe")
[/Script/UnrealEd.LevelEditorMiscSettings]
; Auto apply lighting after it has been built
bAutoApplyLightingEnable=true
; If true, BSP will auto-update
bBSPAutoUpdate=True
; If true, the Pivot Offset for BSP will automatically move to stay centered on its vertices
bAutoMoveBSPPivotOffset=False
; If true, Navigation will auto-update
bNavigationAutoUpdate=True
; If true, Replaces respects the scale of the original actor. If false, Replace sets the scale to 1.0
bReplaceRespectsScale=True
; If true audio will continue to play when the editor does not have focus
bAllowBackgroundAudio=False
; If true audio will be enabled in the editor. Does not affect PIE
bEnableRealTimeAudio=False
; Volume level for the editor
EditorVolumeLevel=1.0
; Enables audio feedback for certain operations in Unreal Editor, such as entering and exiting Play mode
bEnableEditorSounds=True
; The default level streaming class to use when adding new streaming levels
DefaultLevelStreamingClass=Class'/Script/Engine.LevelStreamingKismet'
[/Script/UnrealEd.LevelEditorPlaySettings]
PlayFromHerePlayerStartClassName=/Script/Engine.PlayerStartPIE
EnableGameSound=true
NewWindowWidth=1280
NewWindowHeight=720
NewWindowPosition=(X=0,Y=0)
CenterNewWindow=True
StandaloneWindowWidth=1280
StandaloneWindowHeight=720
CenterStandaloneWindow=True
ShowMouseControlLabel=True
AutoRecompileBlueprints=True
ShouldMinimizeEditorOnVRPIE=True
; True if Play In Editor should only load currently-visible levels in PIE
bOnlyLoadVisibleLevelsInPIE=False
LastExecutedPlayModeLocation=PlayLocation_DefaultPlayerStart
LastExecutedPlayModeType=PlayMode_InViewPort
LastExecutedLaunchModeType=LaunchMode_OnDevice
LastExecutedLaunchPlatform=
; common screen resolutions for laptops
+LaptopScreenResolutions=(Description="Apple MacBook Air 11",Width=1366,Height=768,AspectRatio="16:9",bCanSwapAspectRatio=true)
+LaptopScreenResolutions=(Description="Apple MacBook Air 13\"",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=true)
+LaptopScreenResolutions=(Description="Apple MacBook Pro 13\"",Width=1280,Height=800,AspectRatio="16:10",bCanSwapAspectRatio=true)
+LaptopScreenResolutions=(Description="Apple MacBook Pro 13\" (Retina)",Width=2560,Height=1600,AspectRatio="16:10",bCanSwapAspectRatio=true)
+LaptopScreenResolutions=(Description="Apple MacBook Pro 15\"",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=true)
+LaptopScreenResolutions=(Description="Apple MacBook Pro 15\" (Retina)",Width=2880,Height=1800,AspectRatio="16:10",bCanSwapAspectRatio=true)
+LaptopScreenResolutions=(Description="Generic 14-15.6\" Notebook",Width=1366,Height=768,AspectRatio="16:9",bCanSwapAspectRatio=true)
; common screen resolutions for desktop monitors
+MonitorScreenResolutions=(Description="19\" monitor",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=true)
+MonitorScreenResolutions=(Description="20\" monitor",Width=1600,Height=900,AspectRatio="16:9",bCanSwapAspectRatio=true)
+MonitorScreenResolutions=(Description="22\" monitor",Width=1680,Height=1050,AspectRatio="16:10",bCanSwapAspectRatio=true)
+MonitorScreenResolutions=(Description="21.5-24\" monitor",Width=1920,Height=1080,AspectRatio="16:9",bCanSwapAspectRatio=true)
+MonitorScreenResolutions=(Description="27\" monitor",Width=2560,Height=1440,AspectRatio="16:9",bCanSwapAspectRatio=true)
; common screen resolutions for mobile phones
+PhoneScreenResolutions=(Description="Apple iPhone 5S",Width=320,Height=568,AspectRatio="~16:9",bCanSwapAspectRatio=true,ProfileName="iPhone5S")
+PhoneScreenResolutions=(Description="Apple iPhone 6",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone6")
+PhoneScreenResolutions=(Description="Apple iPhone 6+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone6Plus")
+PhoneScreenResolutions=(Description="Apple iPhone 6S",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone6S")
+PhoneScreenResolutions=(Description="Apple iPhone 6S+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone6SPlus")
+PhoneScreenResolutions=(Description="Apple iPhone 7",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone7")
+PhoneScreenResolutions=(Description="Apple iPhone 7+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone7Plus")
+PhoneScreenResolutions=(Description="Apple iPhone 8",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone8")
+PhoneScreenResolutions=(Description="Apple iPhone 8+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone8Plus")
+PhoneScreenResolutions=(Description="Apple iPhone X",Width=375,Height=812,AspectRatio="19.5:9",bCanSwapAspectRatio=true,ProfileName="iPhoneX")
+PhoneScreenResolutions=(Description="Apple iPhone XS",Width=375,Height=812,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhoneXS")
+PhoneScreenResolutions=(Description="Apple iPhone XS Max",Width=414,Height=896,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhoneXSMax")
+PhoneScreenResolutions=(Description="Apple iPhone XR",Width=414,Height=896,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhoneXR")
+PhoneScreenResolutions=(Description="HTC One",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_High")
+PhoneScreenResolutions=(Description="Samsung Galaxy S4",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Low")
+PhoneScreenResolutions=(Description="Samsung Galaxy S6",Width=1440,Height=2560,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mali_T7xx")
+PhoneScreenResolutions=(Description="Samsung Galaxy S7",Width=1440,Height=2560,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_High")
+PhoneScreenResolutions=(Description="Samsung Galaxy S8 (Mali)",Width=1080,Height=2220,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_Mali_G71")
+PhoneScreenResolutions=(Description="Samsung Galaxy S8 (Adreno)",Width=1080,Height=2220,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_Adreno5xx")
+PhoneScreenResolutions=(Description="Samsung Galaxy S9 (Mali)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_High")
+PhoneScreenResolutions=(Description="Samsung Galaxy S9 (Adreno)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_High")
+PhoneScreenResolutions=(Description="Samsung Galaxy Note 9 (Mali)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_High")
+PhoneScreenResolutions=(Description="Samsung Galaxy S10 (Adreno)",Width=1440,Height=3040,AspectRatio="19:9",bCanSwapAspectRatio=true,ProfileName="Android_Adreno6xx")
+PhoneScreenResolutions=(Description="Samsung Galaxy S10 (Mali)",Width=1440,Height=3040,AspectRatio="19:9",bCanSwapAspectRatio=true,ProfileName="Android_Mali_G76")
+PhoneScreenResolutions=(Description="Samsung Galaxy S10e (Adreno)",Width=1080,Height=2280,AspectRatio="19:9",bCanSwapAspectRatio=true,ProfileName="Android_Adreno6xx")
+PhoneScreenResolutions=(Description="Samsung Galaxy S10e (Mali)",Width=1080,Height=2280,AspectRatio="19:9",bCanSwapAspectRatio=true,ProfileName="Android_Mali_G76")
+PhoneScreenResolutions=(Description="Google Pixel",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid")
+PhoneScreenResolutions=(Description="Google Pixel XL",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid")
+PhoneScreenResolutions=(Description="Google Pixel 2",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid")
+PhoneScreenResolutions=(Description="Google Pixel 2 XL",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid")
+PhoneScreenResolutions=(Description="Google Pixel 3",Width=1080,Height=2160,AspectRatio="18:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid")
+PhoneScreenResolutions=(Description="Google Pixel 3 XL",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid")
+PhoneScreenResolutions=(Description="Razer Phone",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid")
; common screen resolutions for tablet devices
+TabletScreenResolutions=(Description="iPad Pro 12.9-inch (3rd gen.)",Width=1024,Height=1366,AspectRatio="~3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro3_129")
+TabletScreenResolutions=(Description="iPad Pro 12.9-inch (2nd gen.)",Width=1024,Height=1366,AspectRatio="~3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro2_129")
+TabletScreenResolutions=(Description="iPad Pro 11-inch",Width=834,Height=1194,AspectRatio="5:7",bCanSwapAspectRatio=true,ProfileName="iPadPro11")
+TabletScreenResolutions=(Description="iPad Pro 10.5-inch",Width=834,Height=1112,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro105")
+TabletScreenResolutions=(Description="iPad Pro 12.9-inch",Width=1024,Height=1366,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro129")
+TabletScreenResolutions=(Description="iPad Pro 9.7-inch",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro97")
+TabletScreenResolutions=(Description="iPad (6th gen.)",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPad6")
+TabletScreenResolutions=(Description="iPad (5th gen.)",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPad5")
+TabletScreenResolutions=(Description="iPad Air 3",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadAir3")
+TabletScreenResolutions=(Description="iPad Air 2",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadAir2")
+TabletScreenResolutions=(Description="iPad Mini 5",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadMini5")
+TabletScreenResolutions=(Description="iPad Mini 4",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadMini4")
+TabletScreenResolutions=(Description="LG G Pad X 8.0",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=true)
+TabletScreenResolutions=(Description="Asus Zenpad 3s 10",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=true)
+TabletScreenResolutions=(Description="Huawei MediaPad M3",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=true)
+TabletScreenResolutions=(Description="Microsoft Surface RT",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=true)
+TabletScreenResolutions=(Description="Microsoft Surface Pro",Width=1080,Height=1920,AspectRatio="9:16",bCanSwapAspectRatio=true)
; common screen resolutions for television sets
+TelevisionScreenResolutions=(Description="720p (HDTV, Blu-ray)",Width=1280,Height=720,AspectRatio="16:9",bCanSwapAspectRatio=true)
+TelevisionScreenResolutions=(Description="1080i, 1080p (HDTV, Blu-ray)",Width=1920,Height=1080,AspectRatio="16:9",bCanSwapAspectRatio=true)
+TelevisionScreenResolutions=(Description="4K Ultra HD",Width=3840,Height=2160,AspectRatio="16:9",bCanSwapAspectRatio=true)
+TelevisionScreenResolutions=(Description="4K Digital Cinema",Width=4096,Height=2160,AspectRatio="1.90:1",bCanSwapAspectRatio=true)
[/Script/UnrealEd.LevelEditorViewportSettings]
; Use WASD flight camera controls by default
FlightCameraControlType=WASD_RMBOnly
; Ignore Ctrl key by default in the landscape/foliage editors
LandscapeEditorControlType=IgnoreCtrl
FoliageEditorControlType=IgnoreCtrl
; If true, moves the canvas and shows the mouse. If false, uses original camera movement
bPanMovesCanvas=True
; If true, zooms centering on the mouse position. If false, the zoom is around the center of the viewport
bCenterZoomAroundCursor=True
bAllowTranslateRotateZWidget=False
; If true, Clicking a BSP selects the brush and ctrl+shift+click selects the surface. If false, vice versa
bClickBSPSelectsBrush=True
;Mouse speed when dragging in viewport
CameraSpeed=4
;Scalar applied to perspective camera movement to increase movement range
CameraSpeedScalar=1.0f
;Mouse speed when using middle mouse scroll in viewport
MouseScrollCameraSpeed=5
MouseSensitivty=.2f
bInvertMouseLookYAxis=False
bInvertOrbitYAxis=False
bInvertMiddleMousePan=False
bInvertRightMouseDollyYAxis=False
; Whether to use mouse position as direct widget position
bUseAbsoluteTranslation=True
bLevelStreamingVolumePrevis=False
bUseUE3OrbitControls=False
bUseDistanceScaledCameraSpeed=False
bOrbitCameraAroundSelection=False
;Scroll gesture direction
ScrollGestureDirectionFor3DViewports=UseSystemSetting
ScrollGestureDirectionForOrthoViewports=UseSystemSetting
bUsePowerOf2SnapSize=False
; Enables joystick-based camera movement in 3D level editing viewports
bLevelEditorJoystickControls=True
.DecimalGridSizes=1
.DecimalGridSizes=5
.DecimalGridSizes=10
.DecimalGridSizes=50
.DecimalGridSizes=100
.DecimalGridSizes=500
.DecimalGridSizes=1000
.DecimalGridSizes=5000
.DecimalGridSizes=10000
.DecimalGridIntervals=10.000000
.DecimalGridIntervals=5.000000
.DecimalGridIntervals=10.000000
.DecimalGridIntervals=5.000000
.DecimalGridIntervals=10.000000
.DecimalGridIntervals=5.000000
.DecimalGridIntervals=10.000000
.DecimalGridIntervals=5.000000
.DecimalGridIntervals=10.000000
.Pow2GridSizes=1
.Pow2GridSizes=2
.Pow2GridSizes=4
.Pow2GridSizes=8
.Pow2GridSizes=16
.Pow2GridSizes=32
.Pow2GridSizes=64
.Pow2GridSizes=128
.Pow2GridSizes=256
.Pow2GridSizes=512
.Pow2GridSizes=1024
.Pow2GridSizes=2048
.Pow2GridSizes=4096
.Pow2GridSizes=8192
.Pow2GridIntervals=8
.CommonRotGridSizes=5
.CommonRotGridSizes=10
.CommonRotGridSizes=15
.CommonRotGridSizes=30
.CommonRotGridSizes=45
.CommonRotGridSizes=60
.CommonRotGridSizes=90
.CommonRotGridSizes=120
.DivisionsOf360RotGridSizes=2.8125
.DivisionsOf360RotGridSizes=5.625
.DivisionsOf360RotGridSizes=11.25
.DivisionsOf360RotGridSizes=22.5
.ScalingGridSizes=10
.ScalingGridSizes=1
.ScalingGridSizes=0.5
.ScalingGridSizes=0.25
.ScalingGridSizes=0.125
.ScalingGridSizes=0.0625
.ScalingGridSizes=0.03125
GridEnabled=True
RotGridEnabled=True
SnapScaleEnabled=True
bSnapNewObjectsToFloor=True
; If enabled, use the old-style multiplicative/percentage scaling method instead of the new additive/fraction method
bUsePercentageBasedScaling=False
; If true actor snap will be enabled in the editor
bEnableActorSnap=False
; Actor snap scale for the editor
ActorSnapScale=1.0
; Actor snap distance setting for the editor
ActorSnapDistance=100.0
bSnapVertices=False
SnapDistance=10.000000
CurrentPosGridSize=2
CurrentRotGridSize=1
CurrentScalingGridSize=3
CurrentRotGridMode=GridMode_Common
;default to maintaining fov along y-axis
AspectRatioAxisConstraint=AspectRatio_MaintainXFOV
; Enables real-time hover feedback when mousing over objects in editor viewports
bEnableViewportHoverFeedback=False
; If enabled, selected objects will be highlighted with brackets in all modes rather than a special highlight color.
bHighlightWithBrackets=False
; If true all orthographic viewports are linked to the same position and move together
bUseLinkedOrthographicViewports=True
; If true, objects must be entirely encompassed by the selection box in ortho. viewports to be selected
bStrictBoxSelection=False
; True if viewport box selection also selects occluded objects, false if only objects with visible pixels are selected
bTransparentBoxSelection=False
; If enabled, selected objects will have an outline around them
bUseSelectionOutline=True
; Sets the intensity of the overlay displayed when an object is selected (defaults to be 0 so you can see the material of selected objects)
SelectionHighlightIntensity=0.0
; Sets the intensity of the overlay displayed when a BSP surface is selected (defaults to be 0 so you can see the material of selected objects)
BSPSelectionHighlightIntensity=0.2
; Enables the editor perspective camera to be dropped at the last PlayInViewport cam position
bEnableViewportCameraToUpdateFromPIV=True
; When enabled, selecting a camera actor will display a live 'picture in picture' preview from the camera's perspective within the current editor viewport. This can be used to easily tweak camera positioning, post-processing and other settings without having to possess the camera itself. This feature may reduce application performance when enabled. */
bPreviewSelectedCameras=True
; Affects the size of 'picture in picture' previews if they are enabled
CameraPreviewSize=5.0
; This distance is used to place actors which are dropped on nothing in the viewport
BackgroundDropDistance=768
; When enabled, simple stats that are enabled in level viewports are preserved between editor sessions
bSaveSimpleStats=False
[ColorPickerUI]
bAdvancedSectionExpanded=False
bSRGBEnabled=True
bWheelMode=True
[Undo]
; Size of Undo buffer in MB. Bigger number allows more Undo history especially when working with Landscape
UndoBufferSize=32
[PropertySettings]
ShowFriendlyPropertyNames=True
ExpandDistributions=false
[MRU]
[/Script/UnrealEd.MaterialEditorOptions]
bShowGrid=True
bShowBackground=False
bHideUnusedConnectors=False
bRealtimeMaterialViewport=True
bRealtimeExpressionViewport=False
bAlwaysRefreshAllPreviews=False
bLivePreviewUpdate=True
[UnEdViewport]
InterpEdPanInvert=False
[FEditorModeTools]
ShowWidget=True
CoordSystem=0
UseAbsoluteTranslation=True
AllowTranslateRotateZWidget=False
[LightingBuildOptions]
OnlyBuildSelectedActors=false
OnlyBuildCurrentLevel=false
OnlyBuildChanged=false
BuildBSP=true
BuildActors=true
QualityLevel=0
NumUnusedLocalCores=1
ShowLightingBuildInfo=false
[MatineeCreateMovieOptions]
CloseEditor=false
CaptureResolutionIndex = 0;
CaptureResolutionFPS = 30;
CaptureTypeIndex = 0;
Compress=false
CinematicMode=true
DisableMovement=true
DisableTurning=true
HidePlayer=true
DisableInput=true
HideHUD=true
[Matinee]
Hide3DTracks=false
ZoomToScrubPos=false
ShowCurveEd=false
[/Script/UnrealEd.PhysicsAssetEditorOptions]
AngularSnap=15.0
LinearSnap=2.0
bDrawContacts=false
FloorGap=25.0
GravScale=1.0
bPromptOnBoneDelete=true
PokeStrength=100.0
bShowNamesInHierarchy=true
PokePauseTime=0.5
PokeBlendTime=0.5
ConstraintDrawSize=1.0
bShowConstraintsAsPoints=false
[/Script/UnrealEd.CurveEdOptions]
MinViewRange=0.01
MaxViewRange=1000000.0
BackgroundColor=(R=0.23529412,G=0.23529412,B=0.23529412,A=1.0)
LabelColor=(R=0.4,G=0.4,B=0.4,A=1.0)
SelectedLabelColor=(R=0.6,G=0.4,B=0.1, A=1.0)
GridColor=(R=0.35,G=0.35,B=0.35,A=1.0)
GridTextColor=(R=0.78431373,G=0.78431373,B=0.78431373,A=1.0)
LabelBlockBkgColor=(R=0.25,G=0.25,B=0.25,A=1.0)
SelectedKeyColor=(R=1.0,G=1.0,B=0.0,A=1.0)
[/Script/UnrealEd.PersonaOptions]
bShowGrid=False
bHighlightOrigin=True
bShowSky=True
bShowFloor=True
GridSize=25
ViewModeType=2
ViewportBackgroundColor=(R=0.04,G=0.04,B=0.04)
ViewFOV=53.43
ShowMeshStats=1
[UnrealEd.UIEditorOptions]
WindowPosition=(X=256,Y=256,Width=1024,Height=768)
ViewportSashPosition=824
PropertyWindowSashPosition=568
ViewportGutterSize=0
VirtualSizeX=0
VirtualSizeY=0
bRenderViewportOutline=true
bRenderContainerOutline=true
bRenderSelectionOutline=true
bRenderSelectionHandles=true
bRenderPerWidgetSelectionOutline=true
GridSize=8
bSnapToGrid=true
mViewDrawGrid=true
bShowDockHandles=true
[/Script/UnrealEd.CascadeOptions]
bShowModuleDump=false
BackgroundColor=(B=25,G=20,R=20,A=0)
bUseSubMenus=true
bUseSpaceBarReset=false
bUseSpaceBarResetInLevel=true
Empty_Background=(B=25,G=20,R=20,A=0)
Emitter_Background=(B=25,G=20,R=20,A=0)
Emitter_Unselected=(B=0,G=100,R=255,A=0)
Emitter_Selected=(B=180,G=180,R=180,A=0)
ModuleColor_General_Unselected=(B=49,G=40,R=40,A=0)
ModuleColor_General_Selected=(B=0,G=100,R=255,A=0)
ModuleColor_TypeData_Unselected=(B=20,G=20,R=15,A=0)
ModuleColor_TypeData_Selected=(B=0,G=100,R=255,A=0)
ModuleColor_Beam_Unselected=(R=160,G=150,B=235)
ModuleColor_Beam_Selected=(R=255,G=100,B=0)
ModuleColor_Trail_Unselected=(R=130,G=235,B=170)
ModuleColor_Trail_Selected=(R=255,G=100,B=0)
ModuleColor_Spawn_Unselected=(R=200,G=100,B=100)
ModuleColor_Spawn_Selected=(R=255,G=50,B=50)
ModuleColor_Light_Unselected=(B=49,G=40,R=90)
ModuleColor_Light_Selected=(B=0,G=100,R=255)
ModuleColor_SubUV_Unselected=(B=49,G=90,R=40)
ModuleColor_SubUV_Selected=(B=100,G=200,R=50)
ModuleColor_Required_Unselected=(R=200,G=200,B=100)
ModuleColor_Required_Selected=(R=255,G=225,B=50)
ModuleColor_Event_Unselected=(R=64,G=64,B=255)
ModuleColor_Event_Selected=(R=0,G=0,B=255)
bShowGrid=false
GridColor_Hi=(R=0,G=100,B=255)
GridColor_Low=(R=0,G=100,B=255)
GridPerspectiveSize=1024
ShowPPFlags=0
bUseSlimCascadeDraw=true
SlimCascadeDrawHeight=24
bCenterCascadeModuleText=true
Cascade_MouseMoveThreshold=4
MotionModeRadius=150.0
[ContentBrowserFilter]
FavoriteTypes_1=Animation Sequence;Material Instances (Constant);Materials;Particle Systems;Skeletal Meshes;Sound Cues;Static Meshes;Textures;Blueprint
[FAutoPackageBackup]
Enabled=True
MaxAllowedSpaceInMB=250
BackupIntervalInMinutes=5
[/Script/UnrealEd.FbxImportUI]
bOverrideFullName=True
bCreatePhysicsAsset=True
bAutoComputeLodDistances=True
LodDistance0=0.0
LodDistance1=0.0
LodDistance2=0.0
LodDistance3=0.0
LodDistance4=0.0
LodDistance5=0.0
LodDistance6=0.0
LodDistance7=0.0
MinimumLodNumber=0
LodNumber=0
bImportAnimations=False
bImportMaterials=True
bImportTextures=True
[/Script/UnrealEd.FbxAssetImportData]
ImportTranslation=(X=0.0,Y=0.0,Z=0.0)
ImportRotation=(Pitch=0.0,Yaw=0.0,Roll=0.0)
ImportUniformScale=1.0
bConvertScene=True
bForceFrontXAxis=False
bConvertSceneUnit=False
[/Script/UnrealEd.FbxMeshImportData]
bTransformVertexToAbsolute=True
bBakePivotInVertex=False
bReorderMaterialToFbxOrder=True
bImportMeshLODs=False
NormalImportMethod=FBXNIM_ComputeNormals
NormalGenerationMethod=EFBXNormalGenerationMethod::MikkTSpace
bComputeWeightedNormals=True
[/Script/UnrealEd.FbxStaticMeshImportData]
StaticMeshLODGroup=""
VertexColorImportOption=EVertexColorImportOption::Ignore
VertexOverrideColor=(R=255,G=255,B=255,A=255)
bRemoveDegenerates=True
bBuildAdjacencyBuffer=True
bBuildReversedIndexBuffer=True
bGenerateLightmapUVs=True
bOneConvexHullPerUCX=True
bAutoGenerateCollision=True
bCombineMeshes=False
; Override of the base class default value
NormalImportMethod=FBXNIM_ImportNormals
[/Script/UnrealEd.FbxSkeletalMeshImportData]
VertexColorImportOption=EVertexColorImportOption::Replace
VertexOverrideColor=(R=0,G=0,B=0,A=0)
bUpdateSkeletonReferencePose=False
bUseT0AsRefPose=False
bPreserveSmoothingGroups=True
bImportMeshesInBoneHierarchy=True
bImportMorphTargets=False
ThresholdPosition=0.00002
ThresholdTangentNormal=0.00002
ThresholdUV=0.0009765625
MorphThresholdPosition=0.015
[/Script/UnrealEd.FbxAnimSequenceImportData]
bImportMeshesInBoneHierarchy=True
AnimationLength=FBXALIT_ExportedTime
FrameImportRange=(Min=0, Max=0)
bUseDefaultSampleRate=False
CustomSampleRate=0
bImportCustomAttribute=True
bDeleteExistingCustomAttributeCurves=False
bImportBoneTracks=True
bSetMaterialDriveParameterOnCustomAttribute=False
bRemoveRedundantKeys=True
bDeleteExistingMorphTargetCurves=False
bDoNotImportCurveWithZero=True
bPreserveLocalTransform=False
[/Script/UnrealEd.FbxTextureImportData]
bInvertNormalMaps=False
MaterialSearchLocation=EMaterialSearchLocation::Local
BaseMaterialName=""
BaseColorName=""
BaseDiffuseTextureName=""
BaseNormalTextureName=""
BaseEmissiveColorName=""
BaseEmmisiveTextureName=""
BaseSpecularTextureName=""
BaseOpacityTextureName=""
[SoundSettings]
ChirpSoundClasses=Dialog DialogMedium DialogLoud DialogDeafening
BatchProcessMatureNodeSoundClasses=Dialog Chatter
[EditorPreviewMesh]
; Preview static meshes used in the editor.
PreviewMeshNames="/Engine/EditorMeshes/ColorCalibrator/SM_ColorCalibrator.SM_ColorCalibrator"
[EditorLayout]
SlateMainFrameLayout=""
[LandscapeEdit]
ToolStrength=0.300000
WeightTargetValue=1.000000
bUseWeightTargetValue=False
BrushRadius=2048.000000
BrushComponentSize=1
BrushFalloff=0.500000
bUseClayBrush=False
AlphaBrushScale=0.500000
AlphaBrushRotation=0.000000
AlphaBrushPanU=0.500000
AlphaBrushPanV=0.500000
AlphaTextureName=/Engine/EditorLandscapeResources/DefaultAlphaTexture.DefaultAlphaTexture
AlphaTextureChannel=0
FlattenMode=0
bUseSlopeFlatten=False
bPickValuePerApply=False
ErodeThresh=64
ErodeIterationNum=28
ErodeSurfaceThickness=256
ErosionNoiseMode=2
ErosionNoiseScale=60.000000
RainAmount=128
SedimentCapacity=0.300000
HErodeIterationNum=28
RainDistMode=0
RainDistScale=60.000000
HErosionDetailScale=0.010000
bHErosionDetailSmooth=True
NoiseMode=0
NoiseScale=128.000000
SmoothFilterKernelScale=1.000000
DetailScale=0.300000
bDetailSmooth=False
MaximumValueRadius=10000.000000
bSmoothGizmoBrush=True
PasteMode=0
ConvertMode=0
bApplyToAllTargets=True
[FoliageEdit]
Radius=512.000000
PaintDensity=0.500000
UnpaintDensity=0.000000
bFilterLandscape=True
bFilterStaticMesh=True
bFilterBSP=True
bFilterTranslucent=False
[MeshPaintEdit]
DefaultBrushRadius=128
[BlueprintSpawnNodes]
; Comment box is bound to C, but that is handled differently due to it needing to work without clicking
+Node=(Class=Actor:ReceiveBeginPlay Key=P Shift=false Ctrl=false Alt=false)
+Node=(Class="Do N" Key=N Shift=false Ctrl=false Alt=false)
+Node=(Class=KismetSystemLibrary:Delay Key=D Shift=false Ctrl=false Alt=false)
+Node=(Class=K2Node_IfThenElse Key=B Shift=false Ctrl=false Alt=false)
+Node=(Class=K2Node_ExecutionSequence Key=S Shift=false Ctrl=false Alt=false)
+Node=(Class=Gate Key=G Shift=false Ctrl=false Alt=false)
+Node=(Class=K2Node_MultiGate Key=M Shift=false Ctrl=false Alt=false)
+Node=(Class=ForEachLoop Key=F Shift=false Ctrl=false Alt=false)
+Node=(Class=DoOnce Key=O Shift=false Ctrl=false Alt=false)
+Node=(Class=KismetArrayLibrary:Array_Get Key=A Shift=false Ctrl=false Alt=false)
[DefaultEventNodes]
+Node=(TargetClass=Actor TargetEvent="ReceiveBeginPlay")
+Node=(TargetClass=Actor TargetEvent="ReceiveActorBeginOverlap")
+Node=(TargetClass=Actor TargetEvent="ReceiveTick")
+Node=(TargetClass=ActorComponent TargetEvent="ReceiveBeginPlay")
+Node=(TargetClass=ActorComponent TargetEvent="ReceiveTick")
+Node=(TargetClass=GameplayAbility TargetEvent="K2_ActivateAbility")
+Node=(TargetClass=GameplayAbility TargetEvent="K2_OnEndAbility")
+Node=(TargetClass=UserWidget TargetEvent="PreConstruct")
+Node=(TargetClass=UserWidget TargetEvent="Construct")
+Node=(TargetClass=UserWidget TargetEvent="Tick")
+Node=(TargetClass=AnimInstance TargetEvent="BlueprintUpdateAnimation")
+Node=(TargetClass=FunctionalTest TargetEvent="ReceivePrepareTest")
+Node=(TargetClass=FunctionalTest TargetEvent="ReceiveStartTest")
+Node=(TargetClass=FunctionalTest TargetEvent="ReceiveTick")
+Node=(TargetClass=UserDefinedCaptureProtocol TargetEvent="OnPreTick")
+Node=(TargetClass=UserDefinedCaptureProtocol TargetEvent="OnTick")
+Node=(TargetClass=UserDefinedCaptureProtocol TargetEvent="OnStartCapture")
+Node=(TargetClass=UserDefinedCaptureProtocol TargetEvent="OnCaptureFrame")
+Node=(TargetClass=UserDefinedCaptureProtocol TargetEvent="OnBeginFinalize")
+Node=(TargetClass=UserDefinedCaptureProtocol TargetEvent="OnFinalize")
[MaterialEditorSpawnNodes]
+Node=(Class=MaterialExpressionAdd Key=A Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionBumpOffset Key=B Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionDivide Key=D Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionPower Key=E Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionMaterialFunctionCall Key=F Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionIf Key=I Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionLinearInterpolate Key=L Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionMultiply Key=M Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionNormalize Key=N Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionOneMinus Key=O Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionPanner Key=P Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionReflectionVectorWS Key=R Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionScalarParameter Key=S Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionTextureSample Key=T Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionTextureCoordinate Key=U Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionVectorParameter Key=V Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionConstant Key=One Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionConstant2Vector Key=Two Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionConstant3Vector Key=Three Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionConstant4Vector Key=Four Shift=false Ctrl=false Alt=false)
[WidgetTemplatesExpanded]
Common=True
[DetailCustomWidgetExpansion]
LandscapeEditorObject=LandscapeEditorObject.Target Layers.TargetLayers
[LevelSequenceEditor SequencerSettings]
bKeyInterpPropertiesOnly=true
bShowRangeSlider=true
bKeepPlayRangeInSectionBounds=false
ZeroPadFrames=4
bInfiniteKeyAreas=true
bAutoSetTrackDefaults=true
FrameNumberDisplayFormat=Frames
[TemplateSequenceEditor SequencerSettings]
bKeyInterpPropertiesOnly=true
bShowRangeSlider=true
bKeepPlayRangeInSectionBounds=false
ZeroPadFrames=4
bInfiniteKeyAreas=true
bAutoSetTrackDefaults=true
FrameNumberDisplayFormat=Frames
[TakeRecorderSequenceEditor SequencerSettings]
bKeyInterpPropertiesOnly=true
bShowRangeSlider=true
bKeepPlayRangeInSectionBounds=false
ZeroPadFrames=4
bInfiniteKeyAreas=true
bAutoSetTrackDefaults=true
FrameNumberDisplayFormat=NonDropFrameTimecode
bAutoScrollEnabled=true
[EmbeddedActorSequenceEditor SequencerSettings]
bKeyInterpPropertiesOnly=true
bShowRangeSlider=true
bKeepPlayRangeInSectionBounds=false
ZeroPadFrames=4
bInfiniteKeyAreas=true
bAutoSetTrackDefaults=true
bCompileDirectorOnEvaluate=false
[NiagaraSequenceEditor SequencerSettings]
bAutoScrollEnabled=true
bKeepPlayRangeInSectionBounds=false
bKeepCursorInPlayRange=false
bShowRangeSlider=true
LoopMode=SLM_Loop
bCleanPlaybackMode=false
[/Script/LevelSequenceEditor.LevelSequenceEditorSettings]
+TrackSettings=(MatchingActorClass=/Script/Engine.StaticMeshActor,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTrack))
+TrackSettings=(MatchingActorClass=/Script/Engine.SkeletalMeshActor,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTrack,/Script/MovieSceneTracks.MovieSceneSkeletalAnimationTrack))
+TrackSettings=(MatchingActorClass=/Script/Engine.CameraActor,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTrack),DefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="FieldOfView")))
+TrackSettings=(MatchingActorClass=/Script/CinematicCamera.CineCameraActor,DefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="CurrentFocalLength"),(ComponentPath="CameraComponent",PropertyPath="FocusSettings.ManualFocusDistance"),(ComponentPath="CameraComponent",PropertyPath="CurrentAperture")),ExcludeDefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="FieldOfView")))
+TrackSettings=(MatchingActorClass=/Script/Engine.Light,DefaultTracks=(None),DefaultPropertyTracks=((ComponentPath="LightComponent0",PropertyPath="Intensity"),(ComponentPath="LightComponent0",PropertyPath="LightColor")))
[/Script/LevelSequenceEditor.TakeRecorderEditorSettings]
+TrackSettings=(MatchingActorClass=/Script/Engine.StaticMeshActor,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTrack))
+TrackSettings=(MatchingActorClass=/Script/Engine.SkeletalMeshActor,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTrack,/Script/MovieSceneTracks.MovieSceneSkeletalAnimationTrack))
+TrackSettings=(MatchingActorClass=/Script/Engine.CameraActor,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTrack),DefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="FieldOfView")))
+TrackSettings=(MatchingActorClass=/Script/CinematicCamera.CineCameraActor,DefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="CurrentFocalLength"),(ComponentPath="CameraComponent",PropertyPath="FocusSettings.ManualFocusDistance"),(ComponentPath="CameraComponent",PropertyPath="CurrentAperture")),ExcludeDefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="FieldOfView")))
+TrackSettings=(MatchingActorClass=/Script/Engine.Light,DefaultTracks=(None),DefaultPropertyTracks=((ComponentPath="LightComponent0",PropertyPath="Intensity"),(ComponentPath="LightComponent0",PropertyPath="LightColor")))
[/Script/MovieSceneTools.MovieSceneToolsProjectSettings]
+FbxSettings=(FbxPropertyName="FieldOfView", PropertyPath=(ComponentName="CameraComponent",PropertyName="FieldOfView"))
+FbxSettings=(FbxPropertyName="FocalLength", PropertyPath=(ComponentName="CameraComponent",PropertyName="CurrentFocalLength"))
+FbxSettings=(FbxPropertyName="FocusDistance", PropertyPath=(ComponentName="CameraComponent",PropertyName="FocusSettings.ManualFocusDistance"))
[/Script/SpeedTreeImporter.SpeedTreeImportData]
TreeScale=30.48
ImportGeometryType=IGT_3D
LODType=ILT_PaintedFoliage
IncludeCollision=false
MakeMaterialsCheck=false
IncludeNormalMapCheck=false
IncludeDetailMapCheck=false
IncludeSpecularMapCheck=false
IncludeBranchSeamSmoothing=false
IncludeSpeedTreeAO=false
IncludeColorAdjustment=false
IncludeVertexProcessingCheck=false
IncludeWindCheck=false
IncludeSmoothLODCheck=false
[/Script/MeshPaint.MeshPaintSettings]
VertexPreviewSize=6
[/Script/UndoHistory.UndoHistorySettings]
bShowTransactionDetails=false
[/Script/WindowsMixedRealityRuntimeSettings.WindowsMixedRealityRuntimeSettings]
RemoteHoloLensIP=
MaxBitrate=4000

View file

@ -0,0 +1,95 @@
[Internationalization]
ShouldUseLocalizedNumericInput=True
ShouldUseLocalizedPropertyNames=True
ShouldUseLocalizedNodeAndPinNames=True
[/Script/UnrealEd.EditorSettings]
bCopyStarterContentPreference = true
[/Script/UnrealEd.CrashReportsPrivacySettings]
bSendUnattendedBugReports=True
[/Script/UnrealEd.AnalyticsPrivacySettings]
bSendUsageData=True
[/Script/NewsFeed.NewsFeedSettings]
CdnSourceUrl="http://cdn.unrealengine.com/newsfeed/[[Culture]]/index.json"
LocalSourcePath="Editor/NewsFeed/[[Culture]]/"
Source=NEWSFEED_Cdn
MaxItemsToShow=10
ShowOnlyUnreadItems=True
[/Script/UnrealEd.ContentBrowserSettings]
; The number of objects to load at once in the Content Browser before displaying a warning about loading many assets
NumObjectsToLoadBeforeWarning=20
; Whether to render thumbnails for loaded assets in real-time in the Content Browser
RealTimeThumbnails=True
; Whether to display folders in the asset view of the content browser. Note that this implies 'Show Only Assets in Selected Folders'.
DisplayFolders=True
; Whether to display empty folders in the asset view of the content browser.
DisplayEmptyFolders=True
; Whether to display the engine folders in the assets view of the content browser. Note that this implies 'Display Folders'.
DisplayEngineFolder=False
; Whether to display the developers folder in the path or assets view of the content browser
DisplayDevelopersFolder=False
; Whether to display the collections view in the Content Browser
DisplayCollections=False
; Whether to display the C++ folders in the Content Browser
DisplayCppFolders=True
; Whether to display the game project plugins in the Content Browser
DisplayPluginFolder=True
; The number of objects to keep in the Content Browser Recently Opened filter
NumObjectsInRecentList = 20
; Whether to consider an asset's class name when searching by text
IncludeClassNames=True
; Whether to include all parts of an asset's path when searching by text
IncludeAssetPaths=False
; Whether to include collection names when searching by text
IncludeCollectionNames=True
[/Script/IntroTutorials.EditorTutorialSettings]
+Categories=(Identifier="Basics",Title=NSLOCTEXT("TutorialCategories","BasicsTitle","Basics"),Description=NSLOCTEXT("TutorialCategories","BasicsDescription","Getting started with Unreal Engine 4."),Icon="PlayWorld.RepeatLastPlay",Texture=None,SortOrder=100)
+Categories=(Identifier="Blueprints",Title=NSLOCTEXT("TutorialCategories","BlueprintsTitle","Blueprints"),Description=NSLOCTEXT("TutorialCategories","BlueprintsDescription","Tutorials covering the creation and usage of Blueprints."),Icon="FullBlueprintEditor.EditGlobalOptions",Texture=/Engine/Tutorial/BlueprintTutorials/TutorialAssets/Blueprint_64x.Blueprint_64x,SortOrder=200)
+Categories=(Identifier="Editors",Title=NSLOCTEXT("TutorialCategories","EditorsTitle","Editors"),Description=NSLOCTEXT("TutorialCategories","EditorsDescription","Tutorials covering the various sub editors of Unreal Engine 4."),Icon=,Texture=/Engine/Tutorial/SubEditors/TutorialAssets/icon_Editor_Preferences_General_40x.icon_Editor_Preferences_General_40x,SortOrder=225)
+Categories=(Identifier="Code",Title=NSLOCTEXT("TutorialCategories","CodeTitle","Code"),Description=NSLOCTEXT("TutorialCategories","CodeDescription","Write C++ code for use in Unreal Engine 4."),Icon="PlayWorld.RepeatLastPlay",Texture=None,SortOrder=250)
+Categories=(Identifier="Animation",Title=NSLOCTEXT("TutorialCategories","AnimationTitle","Animation"),Description=NSLOCTEXT("TutorialCategories","AnimationDescription","Tutorials covering the animation system in Unreal Engine 4."),Icon=,Texture=/Engine/Tutorial/SubEditors/TutorialAssets/icon_ShowSkeletalMeshes_40x.icon_ShowSkeletalMeshes_40x,SortOrder=600)
+Categories=(Identifier="Landscape",Title=NSLOCTEXT("TutorialCategories","LandscapeTitle","Landscape"),Description=NSLOCTEXT("TutorialCategories","LandscapeDescription","Tutorials covering the Unreal Editor 4 terrain editor: Landscape."),Icon="LevelEditor.LandscapeMode",Texture=/Engine/Tutorial/Landscape/TutorialAssets/Landscape.Landscape,SortOrder=700)
+Categories=(Identifier="Foliage",Title=NSLOCTEXT("TutorialCategories","FoliageTitle","Foliage"),Description=NSLOCTEXT("TutorialCategories","FoliageDescription","Tutorials covering the Unreal Engine 4 Foliage tool."),Icon="LevelEditor.FoliageMode",Texture=/Engine/Tutorial/Foliage/TutorialAssets/Foliage.Foliage,SortOrder=800)
+Categories=(Identifier="Mobile",Title=NSLOCTEXT("TutorialCategories","MobileTitle","Mobile"),Description=NSLOCTEXT("TutorialCategories","MobileDescription","Mobile Tutorials."),Icon="MaterialEditor.TogglePlatformStats",Texture=None,SortOrder=900)
+StartupTutorial=/Engine/Tutorial/Basics/LevelEditorAttract.LevelEditorAttract_C
+TutorialContexts=(Context="StaticMeshEditor",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/SubEditors/StaticMeshEditorTutorial.StaticMeshEditorTutorial_C)
+TutorialContexts=(Context="LevelEditor",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/Basics/LevelEditorOverview.LevelEditorOverview_C)
+TutorialContexts=(Context="BlueprintEditor",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/BlueprintTutorials/BlueprintEditorTutorial.BlueprintEditorTutorial_C)
+TutorialContexts=(Context="BlueprintEditor.MacroLibrary",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/BlueprintTutorials/BlueprintMacroLibrariesEditorOverview.BlueprintMacroLibrariesEditorOverview_C)
+TutorialContexts=(Context="BlueprintEditor.Interface",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/BlueprintTutorials/BlueprintInterfacesEditorOverview.BlueprintInterfacesEditorOverview_C)
+TutorialContexts=(Context="BlueprintEditor.LevelScript",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/BlueprintTutorials/LevelBlueprintEditorOverview.LevelBlueprintEditorOverview_C)
+TutorialContexts=(Context="MaterialEditor",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/SubEditors/MaterialEditorTutorial.MaterialEditorTutorial_C)
+TutorialContexts=(Context="Cascade",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/SubEditors/ParticleSystemEditorTutorial.ParticleSystemEditorTutorial_C)
+TutorialContexts=(Context="Persona",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/SubEditors/PersonaAnimEditorWalkThrough.PersonaAnimEditorWalkthrough_C)
+TutorialContexts=(Context="LandscapeMode",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/Landscape/Landscape_Manage_Mode.Landscape_Manage_Mode_C)
+TutorialContexts=(Context="FoliageMode",BrowserFilter=,AttractTutorial=None,LaunchTutorial=/Engine/Tutorial/Foliage/Foliage_Intro_Tutorial.Foliage_Intro_Tutorial_C)
[/Script/VREditor.VRModeSettings]
bEnableAutoVREditMode=False
bAutokeySequences=True
InteractorHand=Right
bShowWorldMovementGrid=True
bShowWorldMovementPostProcess=True
bShowWorldScaleProgressBar=True
bScaleWorldFromFloor = False
bScaleWorldWithDynamicPivot = True
bAllowSimultaneousWorldScalingAndRotation = True
UIBrightness=1.500000
GizmoScale=0.800000
DoubleClickTime=0.250000
TriggerPressedThreshold_Vive=0.330000
TriggerPressedThreshold_Rift=0.500000
InteractorClass=Class'/Script/VREditor.VREditorInteractor'
TeleporterClass=Class'/Script/VREditor.VREditorTeleporter'
[/Script/TakeRecorder.TakeRecorderProjectSettings]
+Settings=(DefaultTracks=((MatchingActorClass=/Script/CinematicCamera.CineCameraActor,DefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="CurrentFocalLength"),(ComponentPath="CameraComponent",PropertyPath="FocusSettings.ManualFocusDistance"),(ComponentPath="CameraComponent",PropertyPath="CurrentAperture"),(ComponentPath="CameraComponent",PropertyPath="FilmbackSettings.SensorWidth"),(ComponentPath="CameraComponent",PropertyPath="FilmbackSettings.SensorHeight")), ExcludePropertyTracks=((ComponentPath="CameraComponent",PropertyPath="FilmbackSettings.SensorAspectRatio"),(ComponentPath="CameraComponent",PropertyPath="AspectRatio"),(ComponentPath="CameraComponent",PropertyPath="FieldOfView"))),(MatchingActorClass=/Script/Engine.Light,DefaultPropertyTracks=((ComponentPath="LightComponent0",PropertyPath="Intensity"),(ComponentPath="LightComponent0",PropertyPath="LightColor")))))
[DefaultTakeMetaData TakeMetaData]
Duration=(SubFrame=0.0)

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[Internationalization]
+LocalizationPaths=%GAMEDIR%Content/Localization/Game
[DefaultPlayer]
Name=Player
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=32000
MaxDynamicBandwidth=7000
MinDynamicBandwidth=4000
MoveRepSize=42.0f
MAXPOSITIONERRORSQUARED=3.0f
MAXNEARZEROVELOCITYSQUARED=9.0f
CLIENTADJUSTUPDATECOST=180.0f
MAXCLIENTUPDATEINTERVAL=0.25f
MaxClientForcedUpdateDuration=1.0f
ServerForcedUpdateHitchThreshold=0.150f
ServerForcedUpdateHitchCooldown=0.100f
MaxMoveDeltaTime=0.125f
MaxClientSmoothingDeltaTime=0.50f
ClientNetSendMoveDeltaTime=0.0166
ClientNetSendMoveDeltaTimeThrottled=0.0222
ClientNetSendMoveDeltaTimeStationary=0.0166
ClientNetSendMoveThrottleAtNetSpeed=10000
ClientNetSendMoveThrottleOverPlayerCount=10
ClientAuthorativePosition=false
ClientErrorUpdateRateLimit=0.0f
bMovementTimeDiscrepancyDetection=false
bMovementTimeDiscrepancyResolution=false
MovementTimeDiscrepancyMaxTimeMargin=0.25f
MovementTimeDiscrepancyMinTimeMargin=-0.25f
MovementTimeDiscrepancyResolutionRate=1.0f
MovementTimeDiscrepancyDriftAllowance=0.0f
bMovementTimeDiscrepancyForceCorrectionsDuringResolution=false
bUseDistanceBasedRelevancy=true
[/Script/Party.Party]
DefaultMaxPartySize=5
[/Script/Lobby.LobbyBeaconState]
WaitForPlayersTimeRemaining=20.0
[/Script/Engine.GameSession]
MaxPlayers=16
MaxSpectators=2
MaxSplitscreensPerConnection=4
bRequiresPushToTalk=true
[/Script/EngineSettings.GeneralProjectSettings]
CompanyName=
CompanyDistinguishedName=
CopyrightNotice=Fill out your copyright notice in the Description page of Project Settings.
Description=
LicensingTerms=
PrivacyPolicy=
ProjectName=
ProjectVersion=1.0.0.0
Homepage=
SupportContact=
MinWindowWidth=16
MinWindowHeight=16
[/Script/UnrealEd.ProjectPackagingSettings]
BuildConfiguration=PPBC_Development
FullRebuild=False
UsePakFile=True
bGenerateChunks=False
bChunkHardReferencesOnly=False
IncludePrerequisites=True
IncludeCrashReporter=False
InternationalizationPreset=English
+CulturesToStage=en
DefaultCulture=en
bSkipEditorContent=false
bSharedMaterialNativeLibraries=True
bShareMaterialShaderCode=True
bSkipMovies=False
bPakUsesSecondaryOrder=True
+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.icu
+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.brk
+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.res
+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.nrm
+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.cfu
+EarlyDownloaderPakFileFiles=...\Content\Localization\...\*.*
+EarlyDownloaderPakFileFiles=...\Content\Localization\*.*
+EarlyDownloaderPakFileFiles=...\Content\Certificates\...\*.*
+EarlyDownloaderPakFileFiles=...\Content\Certificates\*.*
; have special cased game localization so that it's not required for early pak file
+EarlyDownloaderPakFileFiles=-...\Content\Localization\Game\...\*.*
+EarlyDownloaderPakFileFiles=-...\Content\Localization\Game\*.*
+EarlyDownloaderPakFileFiles=...\Config\...\*.ini
+EarlyDownloaderPakFileFiles=...\Config\*.ini
+EarlyDownloaderPakFileFiles=...\Engine\GlobalShaderCache*.bin
+EarlyDownloaderPakFileFiles=...\Content\ShaderArchive-Global*.ushaderbytecode
+EarlyDownloaderPakFileFiles=...\Content\Slate\*.*
+EarlyDownloaderPakFileFiles=...\Content\Slate\...\*.*
+EarlyDownloaderPakFileFiles=...\*.upluginmanifest
+EarlyDownloaderPakFileFiles=...\*.uproject
+EarlyDownloaderPakFileFiles=...\global_sf*.metalmap
+IniKeyBlacklist=KeyStorePassword
+IniKeyBlacklist=KeyPassword
+IniKeyBlacklist=rsa.privateexp
+IniKeyBlacklist=rsa.modulus
+IniKeyBlacklist=rsa.publicexp
+IniKeyBlacklist=aes.key
+IniKeyBlacklist=SigningPublicExponent
+IniKeyBlacklist=SigningModulus
+IniKeyBlacklist=SigningPrivateExponent
+IniKeyBlacklist=EncryptionKey
+IniKeyBlacklist=IniKeyBlacklist
+IniKeyBlacklist=IniSectionBlacklist
[/Script/Engine.HUD]
DebugDisplay=AI
[/Script/Engine.PlayerController]
InputYawScale=2.5
InputPitchScale=-2.5
InputRollScale=1.0
ForceFeedbackScale=1.0
[/Script/Engine.DebugCameraController]
bShowSelectedInfo=true
[/Script/Engine.WorldSettings]
ChanceOfPhysicsChunkOverride=1.0
bEnableChanceOfPhysicsChunkOverride=false
DefaultAmbientZoneSettings=(bIsWorldSettings=true)
+EnabledPlugins="ExampleDeviceProfileSelector"
MinUndilatedFrameTime=0.0005 ; 2000 fps
MaxUndilatedFrameTime=0.4 ; 2.5 fps
MinGlobalTimeDilation=0.0001
MaxGlobalTimeDilation=20.0
[/Script/AIModule.AIPerceptionComponent]
HearingRange=768
SightRadius=3000
LoseSightRadius=3500
LoSHearingRange=1500
PeripheralVisionAngle=90
[/Script/AIModule.AISense_Hearing]
SpeedOfSoundSq=0
[/Script/AIModule.AISenseConfig_Hearing]
Implementation=Class'/Script/AIModule.AISense_Hearing'
HearingRange=768
LoSHearingRange=1500
DetectionByAffiliation=(bDetectEnemies=true)
[/Script/AIModule.AISenseConfig_Sight]
Implementation=Class'/Script/AIModule.AISense_Sight'
SightRadius=3000
LoseSightRadius=3500
PeripheralVisionAngleDegrees=90
DetectionByAffiliation=(bDetectEnemies=true)
AutoSuccessRangeFromLastSeenLocation=-1.f
[/Script/AIModule.AISenseConfig_Damage]
Implementation=Class'/Script/AIModule.AISense_Damage'
[/Script/AIModule.EnvQueryManager]
MaxAllowedTestingTime=0.01
bTestQueriesUsingBreadth=true
QueryCountWarningThreshold=0
QueryCountWarningInterval=30.0
[/Script/LiveLink.LiveLinkSettings]
FrameInterpolationProcessor=Class'/Script/LiveLink.LiveLinkBasicFrameInterpolationProcessor'
+DefaultRoleSettings=(Role=Class'/Script/LiveLink.LiveLinkAnimationRole', FrameInterpolationProcessor=Class'/Script/LiveLink.LiveLinkAnimationFrameInterpolationProcessor')
[/Script/Engine.AssetManagerSettings]
; These lines should never be changed, due to the way config diffing works if the defaults are changed here games will be broken
; For individual games, they can avoid this issue by replacing -PrimaryAssetTypesToScan lines with !PrimaryAssetTypesToScan=ClearArray
+PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")))
+PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")))

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@ -0,0 +1,2 @@
[Internationalization]
ShouldUseLocalizedNumericInput=True

View file

@ -0,0 +1,74 @@
;
; Base Driver Blacklist
; =====================
;
; Hardware checks are controlled by the console variable "r.WarnOfBadDrivers". The the console variable options for more information.
;
; What to do when a certain driver or hardware shows problems:
; - If the driver exhibiting the problem is old, add it to the blacklist with "<=". In general it's better to ask users to upgrade.
; - If the driver exhibiting the problem is the latest, add it to the blacklist with ">=". We should not assume the next driver version fixes the problem.
;
; Expectations on QA:
; - QA always tests the latest driver version.
; - When a new driver is released, QA should test it and if it does not introduce bugs the SuggestedDriverVersion should be updated to the latest driver.
; - If the latest driver is blacklisted, it is not removed until QA verifies it is fixed.
; - If driver specific bugs are found, enter them in JIRA so that they can be tracked.
;
; Expectations on Engineering:
; - Bugs on older drivers are added to the blacklist and otherwise ignored.
; - Bugs on the latest driver are added to the blacklist but treated as critical bugs for which we must try to find a workaround. We must also notify the IHV to help if we cannot find the problem.
;
; INI sections:
; [GPU_NVIDIA] [GPU_AMD] [GPU_Intel]
;
; Explanation of the INI entries:
; - "SuggestedDriverVersion": string used to communicate to the user which driver version is appropriate (not used by any code), empty if unknown.
; Can use multiple so we can add per RHI appending ";D3D12" for instance for a specific RHI; having no ';RHI' will return that one if the RHI is not found
; - "Blacklist": array of tests that can be made to mark a driver or a range of them as problematic
; "DriverVersion": to compare against the "unified driver" (see log) version e.g. "123.45.2" "==123.45" "<123.45", comparison operators: == != > < >= <=
; "Reason": string used to document the reason for blacklisting the driver, could be shown to the user
; comment above each blacklist entry: more details about the problem, potential workarounds
;
;-----------------------------------------------------------------------------------------------------------------
[GPU_NVIDIA]
; a newer one is out but has issues (see below)
SuggestedDriverVersion="441.20"
; Seems this driver was not setting uninitialized global variables
; (static, non const) to 0 but leaving them uninitialized.
; Also blacklist future driver versions until QA has verified them to work.
; NOTE: UE-25096 has been fixed and verified by QA.
;+Blacklist=(DriverVersion=">=361.43", Reason="UE-25096 Viewport flashes black and white when moving in the scene on latest NVIDIA drivers")
; To prevent problems with older drivers.
; We might have to adjust that further.
+Blacklist=(DriverVersion="<=347.09", Reason="Crashes with Paragon content using more recent GPU features")
; UE-35288, GPU hangs in 4.13 binary release.
+Blacklist=(DriverVersion="==372.70", Reason="This driver version has many known stability issues")
; UE-58673, GPU memory leak and hitching.
+Blacklist=(DriverVersion="==388.31", Reason="This driver version has known stability issues")
+Blacklist=(DriverVersion="==388.43", Reason="This driver version has known stability issues")
+Blacklist=(DriverVersion="==388.71", Reason="This driver version has known stability issues")
;-----------------------------------------------------------------------------------------------------------------
[GPU_AMD]
; From OR-27051 as of 8/4/2016 is 16.300.2311.0 7/18/2016 (Crimson Edition 16.9.2)
SuggestedDriverVersion="19.11.1"
+SuggestedDriverVersion="19.20.1;D3D12"
; From OR-27051
+Blacklist=(DriverVersion="==15.300.1025.1001", Reason="Crashes with Paragon content using more recent GPU features")
; 2017 drivers and older contribute heavily to swapchain creation errors.
+Blacklist=(DriverVersion="<=22.19.662.4", Reason="Older drivers known to cause crashes with integrated laptop graphics on at least R5 and R6")
+Blacklist=(DriverVersion="<=26.20.13031.15006", Reason="Driver crashes creating PSOs", RHI="D3D12")
;-----------------------------------------------------------------------------------------------------------------
[GPU_Intel]
SuggestedDriverVersion=""

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@ -0,0 +1,243 @@
[/Script/Engine.InputSettings]
bEnableMouseSmoothing=true
bEnableFOVScaling=true
FOVScale=0.01111
DoubleClickTime=0.2f
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
bAlwaysShowTouchInterface=false
bShowConsoleOnFourFingerTap=true
bAltEnterTogglesFullscreen=true
bF11TogglesFullscreen=true
bRequireCtrlToNavigateAutoComplete=False
bEnableGestureRecognizer=false
+ConsoleKeys=Tilde
TriggerKeyIsConsideredPressed=0.75
TriggerKeyIsConsideredReleased=0.25
InitialButtonRepeatDelay=0.2
ButtonRepeatDelay=0.1
;-----------------------------------------------------------------------------------------
; Axis properties
;-----------------------------------------------------------------------------------------
+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
[/Script/Engine.PlayerInput]
; --- General bindings
+DebugExecBindings=(Key=F11,Command="LevelEditor.ToggleImmersive", bIgnoreCtrl=True, bIgnoreAlt=True)
+DebugExecBindings=(Key=F11,Command="MainFrame.ToggleFullscreen",Shift=True)
+DebugExecBindings=(Key=F1,Command="viewmode wireframe", bIgnoreShift=True)
+DebugExecBindings=(Key=F2,Command="viewmode unlit")
+DebugExecBindings=(Key=F3,Command="viewmode lit")
+DebugExecBindings=(Key=F4,Command="viewmode lit_detaillighting")
+DebugExecBindings=(Key=F5,Command="viewmode shadercomplexity")
+DebugExecBindings=(Key=F9,Command="shot showui")
+DebugExecBindings=(Key=Period,Command="RECOMPILESHADERS CHANGED",Control=True,Shift=True)
+DebugExecBindings=(Key=Comma,Command="PROFILEGPU",Control=True,Shift=True)
+DebugExecBindings=(Key=Tab,Command="FocusNextPIEWindow",Control=True)
+DebugExecBindings=(Key=Tab,Command="FocusLastPIEWindow",Control=True,Shift=True)
+DebugExecBindings=(Key=PageDown,Command="PreviousDebugTarget")
+DebugExecBindings=(Key=PageUp,Command="NextDebugTarget")
; Please remove EnableGDT command binding after removing deprecated GameplayDebugger module (we are going to use Gameplay Debugger plugin soon)
+DebugExecBindings=(Key=Apostrophe,Command="EnableGDT")
+DebugExecBindings=(Key=Quote,Command="EnableGDT")
; --- PIE only binding
+DebugExecBindings=(Key=Semicolon,Command="ToggleDebugCamera")
[/Script/Engine.Console]
HistoryBot=-1
[/Script/EngineSettings.ConsoleSettings]
MaxScrollbackSize=1024
+AutoCompleteMapPaths=Content/Maps
+ManualAutoCompleteList=(Command="Exit",Desc="Exits the game")
+ManualAutoCompleteList=(Command="DebugCreatePlayer 1",Desc=)
+ManualAutoCompleteList=(Command="ToggleDrawEvents",Desc="Toggles annotations for shader debugging with Pix, Razor or similar GPU capture tools")
+ManualAutoCompleteList=(Command="Shot",Desc="Make a screenshot")
+ManualAutoCompleteList=(Command="RecompileShaders changed",Desc="Recompile shaders that have any changes on their source files")
+ManualAutoCompleteList=(Command="RecompileShaders global",Desc="Recompile global shaders that have any changes on their source files")
+ManualAutoCompleteList=(Command="RecompileShaders material ",Desc="Recompile shaders for a specific material if it's source files have changed")
+ManualAutoCompleteList=(Command="RecompileShaders all",Desc="Recompile all shaders that have any changes on their source files")
+ManualAutoCompleteList=(Command="DumpMaterialStats",Desc="Dump material information")
+ManualAutoCompleteList=(Command="DumpShaderStats",Desc="Dump shader information")
+ManualAutoCompleteList=(Command="DumpShaderPipelineStats",Desc="Dump shader pipeline information")
+ManualAutoCompleteList=(Command="StartFPSChart",Desc="after that use StopFPSChart")
+ManualAutoCompleteList=(Command="StopFPSChart",Desc="after that look for the output in Saved/Profiling/FPSChartStats")
+ManualAutoCompleteList=(Command="FreezeAt",Desc="Locks the player view and rendering time.")
+ManualAutoCompleteList=(Command="Open",Desc="<MapName> Opens the specified map, doesn't pass previously set options")
+ManualAutoCompleteList=(Command="Travel",Desc="<MapName> Travels to the specified map, passes along previously set options")
+ManualAutoCompleteList=(Command="ServerTravel",Desc="<MapName> Travels to the specified map and brings clients along, passes along previously set options")
+ManualAutoCompleteList=(Command="DisplayAll",Desc="<ClassName> <PropertyName> Display property values for instances of classname")
+ManualAutoCompleteList=(Command="DisplayAllLocation",Desc="<ClassName> Display location for all instances of classname")
+ManualAutoCompleteList=(Command="DisplayAllRotation",Desc="<ClassName> Display rotation for all instances of classname")
+ManualAutoCompleteList=(Command="DisplayClear",Desc="Clears previous DisplayAll entries")
+ManualAutoCompleteList=(Command="FlushPersistentDebugLines",Desc="Clears persistent debug line cache")
+ManualAutoCompleteList=(Command="GetAll ",Desc="<ClassName> <PropertyName> <Name=ObjectInstanceName> <OUTER=ObjectInstanceName> <SHOWDEFAULTS> <SHOWPENDINGKILLS> <DETAILED> Log property values of all instances of classname")
+ManualAutoCompleteList=(Command="GetAllLocation",Desc="<ClassName> Log location names for all instances of classname")
+ManualAutoCompleteList=(Command="Obj List ",Desc="<Class=ClassName> <Type=MetaClass> <Outer=OuterObject> <Package=InsidePackage> <Inside=InsideObject>")
+ManualAutoCompleteList=(Command="Obj ListContentRefs",Desc="<Class=ClassName> <ListClass=ClassName>")
+ManualAutoCompleteList=(Command="Obj Classes",Desc="Shows all classes")
+ManualAutoCompleteList=(Command="Obj Refs",Desc="Name=<ObjectName> Class=<OptionalObjectClass> Lists referencers of the specified object")
+ManualAutoCompleteList=(Command="EditActor",Desc="<Class=ClassName> or <Name=ObjectName> or TRACE")
+ManualAutoCompleteList=(Command="EditDefault",Desc="<Class=ClassName>")
+ManualAutoCompleteList=(Command="EditObject",Desc="<Class=ClassName> or <Name=ObjectName> or <ObjectName>")
+ManualAutoCompleteList=(Command="ReloadCfg ",Desc="<Class/ObjectName> Reloads config variables for the specified object/class")
+ManualAutoCompleteList=(Command="ReloadLoc ",Desc="<Class/ObjectName> Reloads localized variables for the specified object/class")
+ManualAutoCompleteList=(Command="Set ",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname")
+ManualAutoCompleteList=(Command="SetNoPEC",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname without Pre/Post Edit Change notifications")
+ManualAutoCompleteList=(Command="Stat FPS",Desc="Shows FPS counter")
+ManualAutoCompleteList=(Command="Stat UNIT",Desc="Shows hardware unit framerate")
+ManualAutoCompleteList=(Command="Stat UnitGraph",Desc="Draws simple unit time graph")
+ManualAutoCompleteList=(Command="Stat NamedEvents",Desc="Stat NamedEvents (Enables named events for external profilers)")
+ManualAutoCompleteList=(Command="Stat StartFile",Desc="Stat StartFile (starts a stats capture, creating a new file in the Profiling directory; stop with stat StopFile to close the file)")
+ManualAutoCompleteList=(Command="Stat StopFile",Desc="Stat StopFile (finishes a stats capture started by stat StartFile)")
+ManualAutoCompleteList=(Command="Stat CPULoad",Desc="Stat CPULoad (Shows CPU Utilization)")
+ManualAutoCompleteList=(Command="Stat DUMPHITCHES",Desc="executes dumpstats on hitches - see log")
+ManualAutoCompleteList=(Command="Stat D3D11RHI",Desc="Shows Direct3D 11 stats")
+ManualAutoCompleteList=(Command="Stat LEVELS",Desc="Displays level streaming info")
+ManualAutoCompleteList=(Command="Stat GAME",Desc="Displays game performance stats")
+ManualAutoCompleteList=(Command="Stat MEMORY",Desc="Displays memory stats")
+ManualAutoCompleteList=(Command="Stat PHYSICS",Desc="Displays physics performance stats")
+ManualAutoCompleteList=(Command="Stat STREAMING",Desc="Displays basic texture streaming stats")
+ManualAutoCompleteList=(Command="Stat STREAMINGDETAILS",Desc="Displays detailed texture streaming stats")
+ManualAutoCompleteList=(Command="Stat GPU",Desc="Displays GPU stats for the frame")
+ManualAutoCompleteList=(Command="Stat COLLISION",Desc=)
+ManualAutoCompleteList=(Command="Stat PARTICLES",Desc=)
+ManualAutoCompleteList=(Command="Stat SCRIPT",Desc=)
+ManualAutoCompleteList=(Command="Stat AUDIO",Desc=)
+ManualAutoCompleteList=(Command="Stat ANIM",Desc=)
+ManualAutoCompleteList=(Command="Stat NET",Desc=)
+ManualAutoCompleteList=(Command="Stat LIST",Desc="<Groups/Sets/Group> List groups of stats, saved sets, or specific stats within a specified group")
+ManualAutoCompleteList=(Command="Stat splitscreen",Desc=)
+ManualAutoCompleteList=(Command="MemReport",Desc="Outputs memory stats to a profile file. -Full gives more data, -Log outputs to the log")
+ManualAutoCompleteList=(Command="ListTextures",Desc="[Streaming|NonStreaming|Forced] [-Alphasort] [-csv] Lists all loaded textures and their current memory footprint")
+ManualAutoCompleteList=(Command="ListStreamingTextures",Desc="Lists info for all streaming textures")
+ManualAutoCompleteList=(Command="ListAnims",Desc="Lists info for all animations")
+ManualAutoCompleteList=(Command="ListSkeletalMeshes",Desc="Lists info for all skeletal meshes")
+ManualAutoCompleteList=(Command="ListStaticMeshes",Desc="Lists info for all static meshes")
+ManualAutoCompleteList=(Command="InvestigateTexture",Desc="Shows streaming info about the specified texture")
+ManualAutoCompleteList=(Command="DumpTextureStreamingStats",Desc="Dump current streaming stats (e.g. pool capacity) to the log")
;placed here so we can type res<tab> to restartlevel as we often do that
+ManualAutoCompleteList=(Command="RestartLevel",Desc="Restarts the level")
+ManualAutoCompleteList=(Command="Module List",Desc="Lists all known modules")
+ManualAutoCompleteList=(Command="Module Load",Desc="Attempts to load the specified module name")
+ManualAutoCompleteList=(Command="Module Unload",Desc="Unloads the specified module name")
+ManualAutoCompleteList=(Command="Module Reload",Desc="Reloads the specified module name, unloading it first if needed")
+ManualAutoCompleteList=(Command="Module Recompile",Desc="Attempts to recompile a module, first unloading it if needed")
+ManualAutoCompleteList=(Command="HotReload",Desc="<UObject DLL Hot Reload> Attempts to recompile a UObject DLL and reload it on the fly")
; From AudioDevice.cpp
+ManualAutoCompleteList=(Command="AudioDebugSound",Desc="<filter> Rejects new USoundBase requests where the sound name does not contain the provided filter")
+ManualAutoCompleteList=(Command="AudioGetDynamicSoundVolume",Desc="Gets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name")
+ManualAutoCompleteList=(Command="AudioMemReport",Desc="Lists info for audio memory")
+ManualAutoCompleteList=(Command="AudioMixerDebugSound",Desc="<filter> With new mixer enabled, rejects new USoundBase requests where the sound name does not contain the provided filter")
+ManualAutoCompleteList=(Command="AudioResetAllDynamicSoundVolumes",Desc="Resets all dynamic volumes to unity")
+ManualAutoCompleteList=(Command="AudioResetDynamicSoundVolume",Desc="Resets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name to unity")
+ManualAutoCompleteList=(Command="AudioSetDynamicSoundVolume",Desc="Name=<name> Type=<type> Vol=<vol> Sets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name")
+ManualAutoCompleteList=(Command="AudioSoloSoundClass",Desc="<name> Solos USoundClass")
+ManualAutoCompleteList=(Command="AudioSoloSoundCue",Desc="<name> Solos USoundCue")
+ManualAutoCompleteList=(Command="AudioSoloSoundWave",Desc="<name> Solos USoundWave")
+ManualAutoCompleteList=(Command="ClearSoloAudio",Desc="Clears solo'ed object")
+ManualAutoCompleteList=(Command="DisableLPF",Desc="Disables low-pass filter")
+ManualAutoCompleteList=(Command="DisableEQFilter",Desc="Disables EQ")
+ManualAutoCompleteList=(Command="DisableRadio",Desc="Disables radio effect")
+ManualAutoCompleteList=(Command="DumpSoundInfo",Desc="Dumps sound information to log")
+ManualAutoCompleteList=(Command="EnableRadio",Desc="Enables radio effect")
+ManualAutoCompleteList=(Command="IsolateDryAudio",Desc="Isolates dry audio")
+ManualAutoCompleteList=(Command="IsolateReverb",Desc="Isolates reverb")
+ManualAutoCompleteList=(Command="ListAudioComponents",Desc="Dumps a detailed list of all AudioComponent objects")
+ManualAutoCompleteList=(Command="ListSoundClasses",Desc="Lists a summary of loaded sound collated by class")
+ManualAutoCompleteList=(Command="ListSoundClassVolumes",Desc="Lists all sound class volumes")
+ManualAutoCompleteList=(Command="ListSoundDurations",Desc="Lists durations of all active sounds")
+ManualAutoCompleteList=(Command="ListSounds",Desc="Lists all the loaded sounds and their memory footprint")
+ManualAutoCompleteList=(Command="ListWaves",Desc="List the WaveInstances and whether they have a source")
+ManualAutoCompleteList=(Command="PlayAllPIEAudio",Desc="Toggls whether or not all devices should play their audio")
+ManualAutoCompleteList=(Command="PlaySoundCue",Desc="Plays the given soundcue")
+ManualAutoCompleteList=(Command="PlaySoundWave",Desc="<name> Plays the given soundwave")
+ManualAutoCompleteList=(Command="ResetSoundState",Desc="Resets volumes to default and removes test filters")
+ManualAutoCompleteList=(Command="SetBaseSoundMix",Desc="<MixName> Sets the base sound mix")
+ManualAutoCompleteList=(Command="ShowSoundClassHierarchy",Desc="")
+ManualAutoCompleteList=(Command="SoloAudio",Desc="Solos the audio device associated with the parent world")
+ManualAutoCompleteList=(Command="SoundClassFixup",Desc="Deprecated")
+ManualAutoCompleteList=(Command="TestLFEBleed",Desc="Sets LPF to max for all sources")
+ManualAutoCompleteList=(Command="TestLPF",Desc="Sets LPF to max for all sources")
+ManualAutoCompleteList=(Command="TestStereoBleed",Desc="Test bleeding stereo sounds fully to the rear speakers")
+ManualAutoCompleteList=(Command="ToggleHRTFForAll",Desc="Toggles whether or not HRTF spatialization is enabled for all")
+ManualAutoCompleteList=(Command="ToggleSpatExt",Desc="Toggles enablement of the Spatial Audio Extension")
+ManualAutoCompleteList=(Command="DisableAllScreenMessages",Desc="Disables all on-screen warnings/messages")
+ManualAutoCompleteList=(Command="EnableAllScreenMessages",Desc="Enables all on-screen warnings/messages")
+ManualAutoCompleteList=(Command="ToggleAllScreenMessages",Desc="Toggles display state of all on-screen warnings/messages")
+ManualAutoCompleteList=(Command="ToggleAsyncCompute",Desc="Toggles AsyncCompute for platforms that have it")
+ManualAutoCompleteList=(Command="ToggleRenderingThread",Desc="Toggles the rendering thread for platforms that have it")
+ManualAutoCompleteList=(Command="CaptureMode",Desc="Toggles display state of all on-screen warnings/messages")
+ManualAutoCompleteList=(Command="ShowDebug None",Desc="Toggles ShowDebug w/ current debug type selection")
+ManualAutoCompleteList=(Command="ShowDebug Reset",Desc="Turns off ShowDebug, and clears debug type selection")
+ManualAutoCompleteList=(Command="ShowDebug NET",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug PHYSICS",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug COLLISION",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug AI",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug CAMERA",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug WEAPON",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug ANIMATION",Desc="Toggles display state of animation debug data")
+ManualAutoCompleteList=(Command="ShowDebug BONES",Desc="Toggles display of skeletalmesh bones")
+ManualAutoCompleteList=(Command="ShowDebug INPUT",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug FORCEFEEDBACK",Desc="Toggles display of current force feedback values and what is contributing to that calculation")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory 3DBONES",Desc="With ShowDebug Bones: Toggles bone rendering between single lines and a more complex 3D model per bone")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory SYNCGROUPS",Desc="With ShowDebug Animation: Toggles display of sync group data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory MONTAGES",Desc="With ShowDebug Animation: Toggles display of montage data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory GRAPH",Desc="With ShowDebug Animation: Toggles display of animation blueprint graph")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory CURVES",Desc="With ShowDebug Animation: Toggles display of curve data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory NOTIFIES",Desc="With ShowDebug Animation: Toggles display of notify data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLGRAPH",Desc="With ShowDebug Animation: Toggles graph display between active nodes only and all nodes")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLBLENDSPACEDISPLAY",Desc="With ShowDebug Animation: Toggles display of sample blend weights on blendspaces")
+ManualAutoCompleteList=(Command="ShowDebugForReticleTargetToggle ",Desc="<DesiredClass> Toggles 'ShowDebug' from showing debug info between reticle target actor (of subclass <DesiredClass>) and camera view target")
+ManualAutoCompleteList=(Command="Stat SoundCues",Desc="Shows active SoundCues")
+ManualAutoCompleteList=(Command="Stat SoundMixes",Desc="Shows active SoundMixes")
+ManualAutoCompleteList=(Command="Stat SoundModulators",Desc="Shows modulator debug info as provided by active audio modulation plugin")
+ManualAutoCompleteList=(Command="Stat SoundModulatorsHelp",Desc="Shows modulator debug help provided by active audio modulation plugin")
+ManualAutoCompleteList=(Command="Stat SoundReverb",Desc="Shows active SoundReverb")
+ManualAutoCompleteList=(Command="Stat SoundWaves",Desc="Shows active SoundWaves")
+ManualAutoCompleteList=(Command="Stat Sounds",Desc="<?> <sort=class|distance|name|priority|time|volume|waves> <-debug> Shows all active sounds. Displays value sorted by when sort is set")
+ManualAutoCompleteList=(Command="ScriptAudit LongestFunctions",Desc="List functions that contain the most bytecode - optionally include # of entries to list")
+ManualAutoCompleteList=(Command="ScriptAudit FrequentFunctionsCalled",Desc="List functions that are most frequently called from bytecode - optionally include # of entries to list")
+ManualAutoCompleteList=(Command="ScriptAudit FrequentInstructions",Desc="List most frequently used instructions - optionally include # of entries to list")
+ManualAutoCompleteList=(Command="ScriptAudit TotalBytecodeSize",Desc="Gather total size of bytecode in bytes of currently loaded functions")
+ManualAutoCompleteList=(Command="Audio3dVisualize",Desc="Shows locations of sound sources playing (white text) and their left and right channel locations respectively (red and green). Virtualized loops (if enabled) display in blue.")
+ManualAutoCompleteList=(Command="StartMovieCapture",Desc=)
+ManualAutoCompleteList=(Command="StopMovieCapture",Desc=)
+ManualAutoCompleteList=(Command="TraceTag",Desc="Draw traces that use the specified tag")
+ManualAutoCompleteList=(Command="TraceTagAll",Desc="Draw all scene queries regardless of the trace tag")
+ManualAutoCompleteList=(Command="VisLog",Desc="Launches Log Visualizer tool")
+ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time")
+ManualAutoCompleteList=(Command="Log ",Desc="<category> <level> Change verbosity level for a log category")
+ManualAutoCompleteList=(Command="Log list",Desc="<search string> Search for log categories")
+ManualAutoCompleteList=(Command="Log reset",Desc="Undo any changes to log verbosity")
+ManualAutoCompleteList=(Command="RecordAnimation ActorName AnimName",Desc="Record animation for a specified actor to the specified file")
+ManualAutoCompleteList=(Command="StopRecordingAnimation All",Desc="Stop all recording animations")
+ManualAutoCompleteList=(Command="RecordSequence Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=<All|Actor|Class>")
+ManualAutoCompleteList=(Command="StopRecordingSequence",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.")
+ManualAutoCompleteList=(Command="RecordTake Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=<All|Actor|Class>")
+ManualAutoCompleteList=(Command="StopRecordingTake",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.")
+ManualAutoCompleteList=(Command="FreezeRendering",Desc="Toggle freezing of most aspects of rendering (such as visibility calculations), useful in conjunction with ToggleDebugCamera to fly around and see how frustum and occlusion culling is working")
+ManualAutoCompleteList=(Command="ProfileGPU",Desc="Profile one frame of rendering commands sent to the GPU")
+ManualAutoCompleteList=(Command="ProfileGPUHitches",Desc="Toggle profiling of GPU hitches.")
+ManualAutoCompleteList=(Command="Automation",Desc="Run an automation command (e.g., Automation RunTests TestName)")
+ManualAutoCompleteList=(Command="CsvProfile Start",Desc="Start CSV profiling.")
+ManualAutoCompleteList=(Command="CsvProfile Stop",Desc="Stop CSV profiling.")
+ManualAutoCompleteList=(Command="NetProfile Enable",Desc="Start network profiling.")
+ManualAutoCompleteList=(Command="NetProfile Disable",Desc="Stop network profiling.")
BackgroundOpacityPercentage=85.000000
InputColor=(R=230,G=230,B=230,A=255)
HistoryColor=(R=180,G=180,B=180,A=255)
AutoCompleteCommandColor=(B=185,G=109,R=144,A=255)
AutoCompleteCVarColor=(B=86,G=158,R=86,A=255)
AutoCompleteFadedColor=(R=100,G=100,B=100,A=255)

View file

@ -0,0 +1 @@
; Defines install bundles and options

View file

@ -0,0 +1,285 @@
; These are tweaked defaults for various lightmass solver and export settings
; Artist oriented lightmass settings are in the editor UI
; Documentation for all of these is in UnrealLightmass / Public / SceneExport.h
; This ini is reloaded every time a lighting build begins, no need to restart
; Warning: overwriting this file with an old version will cause the editor to crash. This file must be in sync with the editor executable.
; Instead, create a DefaultLightmass.ini in your project and override just the values you need, then the overrides will continue to work on version upgrades.
; https://docs.unrealengine.com/latest/INT/Programming/Basics/ConfigurationFiles/
;
; For example, in your project's Config/DefaultLightmass.ini:
; [DevOptions.PrecomputedDynamicObjectLighting]
; SurfaceLightSampleSpacing=400
[DevOptions.StaticLighting]
bAllowMultiThreadedStaticLighting=True
ViewSingleBounceNumber=-1
bUseBilinearFilterLightmaps=True
bCompressLightmaps=True
bUseConservativeTexelRasterization=True
bAccountForTexelSize=True
bUseMaxWeight=True
MaxTriangleLightingSamples=8
MaxTriangleIrradiancePhotonCacheSamples=4
bAllow64bitProcess=True
DefaultStaticMeshLightingRes=32
bAllowCropping=False
bGarbageCollectAfterExport=True
bRebuildDirtyGeometryForLighting=True
bUseEmbree=true
bVerifyEmbree=false
bUseEmbreePacketTracing=false
; Whether to use kDOP trees to accelerate volumetric lightmap voxelization. Useful in scenes like large forest
bUseFastVoxelization=false
; Whether to use static mesh instancing to reduce memory consumption in scenes like large forest. Might slow down small scenes.
bUseEmbreeInstancing=false
bUseFilteredCubemapForSkylight=true
MappingSurfaceCacheDownsampleFactor=2
[DevOptions.StaticLightingSceneConstants]
StaticLightingLevelScale=1
VisibilityRayOffsetDistance=.1
VisibilityNormalOffsetDistance=3
VisibilityNormalOffsetSampleRadiusScale=.1
VisibilityTangentOffsetSampleRadiusScale=.8
SmallestTexelRadius=.1
; Tweaked for a good tradeoff between 'Cache Indirect Photon Paths' time and Indirect photon emitting 'Sampling Lights' time
LightGridSize=100
AutomaticImportanceVolumeExpandBy=500
MinimumImportanceVolumeExtentWithoutWarning=10000.0
[DevOptions.StaticLightingMaterial]
bUseDebugMaterial=False
ShowMaterialAttribute=None
; Material export sizes default to very small to keep exports fast
EmissiveSampleSize=128
DiffuseSampleSize=128
SpecularSampleSize=128
TransmissionSampleSize=256
NormalSampleSize=256
; Terrain materials default to much higher resolution since each material typically covers a large area in world space
TerrainSampleScalar=4
DebugDiffuse=(R=0.500000,G=0.500000,B=0.500000)
EnvironmentColor=(R=0.00000,G=0.00000,B=0.00000)
[DevOptions.MeshAreaLights]
bVisualizeMeshAreaLightPrimitives=False
; Only emissive texels above .01 will be used to create mesh area lights
EmissiveIntensityThreshold=.01
MeshAreaLightGridSize=100
MeshAreaLightSimplifyNormalAngleThreshold=25
MeshAreaLightSimplifyCornerDistanceThreshold=.5
MeshAreaLightSimplifyMeshBoundingRadiusFractionThreshold=.1
MeshAreaLightGeneratedDynamicLightSurfaceOffset=30
[DevOptions.PrecomputedDynamicObjectLighting]
bVisualizeVolumeLightSamples=False
bVisualizeVolumeLightInterpolation=False
NumHemisphereSamplesScale=2
SurfaceLightSampleSpacing=300
FirstSurfaceSampleLayerHeight=50
SurfaceSampleLayerHeightSpacing=250
NumSurfaceSampleLayers=2
DetailVolumeSampleSpacing=300
VolumeLightSampleSpacing=3000
; Clamp the number of volume samples generated to ~15mb
MaxVolumeSamples=250000
bUseMaxSurfaceSampleNum=True
; Approximately clamp the number of surface samples generated to ~30mb (only for Landscape currently)
MaxSurfaceLightSamples=500000
[DevOptions.VolumetricLightmaps]
BrickSize=4
MaxRefinementLevels=3
VoxelizationCellExpansionForSurfaceGeometry=.1
; Static Geometry using Volumetric Lightmaps needs neighboring bricks to be refined for higher quality, since neighbor dilation does not operate across bricks with different densities
VoxelizationCellExpansionForVolumeGeometry=.25
VoxelizationCellExpansionForLights=.1
TargetNumVolumetricLightmapTasks=800
MinBrickError=.01
SurfaceLightmapMinTexelsPerVoxelAxis=1.0
bCullBricksBelowLandscape=true
LightBrightnessSubdivideThreshold=.3
[DevOptions.PrecomputedVisibility]
bVisualizePrecomputedVisibility=False
bCompressVisibilityData=True
bPlaceCellsOnOpaqueOnly=True
NumCellDistributionBuckets=800
CellRenderingBucketSize=5
NumCellRenderingBuckets=5
PlayAreaHeight=220
MeshBoundsScale=1.2
VisibilitySpreadingIterations=1
MinMeshSamples=14
MaxMeshSamples=40
NumCellSamples=24
NumImportanceSamples=40
[DevOptions.PrecomputedVisibilityModeratelyAggressive]
MeshBoundsScale=1
VisibilitySpreadingIterations=1
[DevOptions.PrecomputedVisibilityMostAggressive]
MeshBoundsScale=1
VisibilitySpreadingIterations=0
[DevOptions.VolumeDistanceField]
VoxelSize=75
VolumeMaxDistance=900
NumVoxelDistanceSamples=800
; Clamp the size of the volume distance field generated to ~15mb
MaxVoxels=3992160
[DevOptions.StaticShadows]
; Using area shadows by default instead of filtering in texture space
bUseZeroAreaLightmapSpaceFilteredLights=False
NumShadowRays=8
NumPenumbraShadowRays=8
NumBounceShadowRays=1
bFilterShadowFactor=True
ShadowFactorGradientTolerance=0.5
bAllowSignedDistanceFieldShadows=True
MaxTransitionDistanceWorldSpace=50
ApproximateHighResTexelsPerMaxTransitionDistance=50
MinDistanceFieldUpsampleFactor=3
MinUnoccludedFraction=.0005
StaticShadowDepthMapTransitionSampleDistanceX=100
StaticShadowDepthMapTransitionSampleDistanceY=100
StaticShadowDepthMapSuperSampleFactor=2
; Clamp the number of shadow samples generated to ~8mb for huge levels
StaticShadowDepthMapMaxSamples=4194304
[DevOptions.ImportanceTracing]
bUseStratifiedSampling=True
NumHemisphereSamples=16
MaxHemisphereRayAngle=89
NumAdaptiveRefinementLevels=2
AdaptiveBrightnessThreshold=1
AdaptiveFirstBouncePhotonConeAngle=4
AdaptiveSkyVarianceThreshold=.5
bUseRadiositySolverForSkylightMultibounce=True
bCacheFinalGatherHitPointsForRadiosity=False
bUseRadiositySolverForLightMultibounce=False
[DevOptions.PhotonMapping]
bUsePhotonMapping=True
bUseFinalGathering=True
bUsePhotonDirectLightingInFinalGather=False
bVisualizeCachedApproximateDirectLighting=False
bUseIrradiancePhotons=True
bCacheIrradiancePhotonsOnSurfaces=True
bVisualizePhotonPaths=False
bVisualizePhotonGathers=True
bVisualizePhotonImportanceSamples=False
bVisualizeIrradiancePhotonCalculation=False
bEmitPhotonsOutsideImportanceVolume=False
ConeFilterConstant=1
; 400 gives a smooth enough result without requiring a very large search
NumIrradianceCalculationPhotons=400
; Allocating most final gather samples towards importance samples gives a good result as long as there are enough first bounce photons
FinalGatherImportanceSampleFraction=.6
; 10 degrees is a good tradeoff between capturing high frequency incident lighting at final gather points and covering the whole incident lighting domain with a limited number of importance directions
FinalGatherImportanceSampleConeAngle=10
IndirectPhotonEmitDiskRadius=200
IndirectPhotonEmitConeAngle=30
MaxImportancePhotonSearchDistance=2000
MinImportancePhotonSearchDistance=20
; Preview uses a very small number of importance directions
NumImportanceSearchPhotons=10
OutsideImportanceVolumeDensityScale=.0005
DirectPhotonDensity=350
; Same as DirectPhotonDensity, since currently direct photons are only used to create irradiance photons
DirectIrradiancePhotonDensity=350
DirectPhotonSearchDistance=200
IndirectPhotonPathDensity=5
; Need a very high indirect photon density since first bounce photons are used to guide the final gather
IndirectPhotonDensity=600
IndirectIrradiancePhotonDensity=300
IndirectPhotonSearchDistance=200
PhotonSearchAngleThreshold=.5
IrradiancePhotonSearchConeAngle=10
bUsePhotonSegmentsForVolumeLighting=true
PhotonSegmentMaxLength=1000
GeneratePhotonSegmentChance=.01
[DevOptions.IrradianceCache]
bAllowIrradianceCaching=True
bUseIrradianceGradients=False
bShowGradientsOnly=False
bVisualizeIrradianceSamples=True
RecordRadiusScale=.8
InterpolationMaxAngle=20
PointBehindRecordMaxAngle=10
; Increase distance and angle constraints in the shading pass, which filters the interpolated result without losing too much detail.
DistanceSmoothFactor=4
AngleSmoothFactor=4
; Sky occlusion has less noise than normal GI, don't blur away details
SkyOcclusionSmoothnessReduction=.5
; Enforce a minimum sample rate on surfaces with no nearby occluders
MaxRecordRadius=1024
CacheTaskSize=64
InterpolateTaskSize=64
[DevOptions.StaticLightingMediumQuality]
NumShadowRaysScale=2
NumPenumbraShadowRaysScale=4
ApproximateHighResTexelsPerMaxTransitionDistanceScale=3
MinDistanceFieldUpsampleFactor=3
NumHemisphereSamplesScale=2
NumImportanceSearchPhotonsScale=1
NumDirectPhotonsScale=2
DirectPhotonSearchDistanceScale=.5
NumIndirectPhotonPathsScale=1
NumIndirectPhotonsScale=2
NumIndirectIrradiancePhotonsScale=2
RecordRadiusScaleScale=.75
InterpolationMaxAngleScale=1
IrradianceCacheSmoothFactor=.75
NumAdaptiveRefinementLevels=3
AdaptiveBrightnessThresholdScale=.5
AdaptiveFirstBouncePhotonConeAngleScale=1
AdaptiveSkyVarianceThresholdScale=1
[DevOptions.StaticLightingHighQuality]
NumShadowRaysScale=4
NumPenumbraShadowRaysScale=8
ApproximateHighResTexelsPerMaxTransitionDistanceScale=6
MinDistanceFieldUpsampleFactor=5
NumHemisphereSamplesScale=4
NumImportanceSearchPhotonsScale=2
NumDirectPhotonsScale=2
DirectPhotonSearchDistanceScale=.5
NumIndirectPhotonPathsScale=2
NumIndirectPhotonsScale=4
NumIndirectIrradiancePhotonsScale=2
RecordRadiusScaleScale=.75
InterpolationMaxAngleScale=.75
IrradianceCacheSmoothFactor=.75
NumAdaptiveRefinementLevels=3
AdaptiveBrightnessThresholdScale=.25
AdaptiveFirstBouncePhotonConeAngleScale=2
AdaptiveSkyVarianceThresholdScale=.5
[DevOptions.StaticLightingProductionQuality]
NumShadowRaysScale=8
NumPenumbraShadowRaysScale=32
ApproximateHighResTexelsPerMaxTransitionDistanceScale=6
MinDistanceFieldUpsampleFactor=5
NumHemisphereSamplesScale=8
NumImportanceSearchPhotonsScale=3
NumDirectPhotonsScale=4
; Decrease direct photon search distance so that we will have more accurate shadow transitions. This requires a higher density of direct photons.
DirectPhotonSearchDistanceScale=.5
NumIndirectPhotonPathsScale=2
; Need a lot of indirect photons since we have increased the number of first bounce photons to use for final gathering with NumImportanceSearchPhotonsScale
NumIndirectPhotonsScale=8
NumIndirectIrradiancePhotonsScale=2
; Decreasing the record radius results in more records, which increases quality
RecordRadiusScaleScale=.5625
InterpolationMaxAngleScale=.75
IrradianceCacheSmoothFactor=.75
NumAdaptiveRefinementLevels=3
AdaptiveBrightnessThresholdScale=.25
AdaptiveFirstBouncePhotonConeAngleScale=2.5
AdaptiveSkyVarianceThresholdScale=.5

View file

@ -0,0 +1,20 @@
; These rules are applied in order, the first rule that applies per file is taken and no others are evaluated
; [SectionName]
; bOverrideChunkManifest=false ; If true this allows overriding assignments from the cooker
; bExcludeFromPaks=false ; If true this removes entirely, cannot coexist with overridepaks
; OverridePaks="pakchunk1" ; If set this will override pak list, comma separated
; Platforms="iOS,Android" ; If set this rule will only apply to these platforms
; Targets="Shipping,Test" ; If set this rule will only apply to these configurations
; bOnlyChunkedBuilds=true ; If set this rule will only apply to chunked builds
; bOnlyNonChunkedBuilds=true ; If set this rule will only apply to non-chunked builds
; +Files=".../*FileMask*.*" ; List of file masks to apply to, using the C# FileFilter class
[ExcludeContentForMobile]
; Exclude specific large textures on mobile platforms, this was moved from CopyBuildToStagingDirectory.cs
; This can be added to in a game's DefaultPakFileRules.ini by using the same sections, and new sections can be added
; To remove this rule, use !Files to clear the list of file paths
Platforms="Android,iOS,tvOS"
bExcludeFromPaks=true
bOverrideChunkManifest=true
+Files=".../Engine/Content/EngineMaterials/DefaultBloomKernel.*"

View file

@ -0,0 +1,2 @@
; Required to exist for to properly merge overrides at runtime
[/Script/Engine.RuntimeOptionsBase]

View file

@ -0,0 +1,606 @@
;
; Base scalability settings
; =========================
;
; The definitions here affect the console variables starting with "sg." and define the user quality levels (game/editor video settings)
; To override a specific platform use DeviceProfile.ini (whach out for the different syntax).
;
;-----------------------------------------------------------------------------------------------------------------
; Note: [ResolutionQuality] isn't using the usual 0/1/2/3 quality levels, the value directly maps to r.ScreenPercentage.
; This is because we want custom scaling aligned with the screen/window resolution with more fine grained control
;
;-----------------------------------------------------------------------------------------------------------------
[ScalabilitySettings]
; PerfIndexThresholds define the thresholds that determine what the autodetected quality should be for each group.
; When you auto detect performance, both a CPUIndex and GPUIndex are calculated on the machine.
; Use the console command "scalability auto" to print these values for a machine.
; The type of perfindex used to determine the quality for a group is either the GPU, CPU or Min.
; GPU means the quality is based on the speed of the graphics card. CPU means the quality is based on the processor, and Min means the group quality is based on the slower of either the CPU or GPU.
; Each group has a type followed by three numbers.
; The first number is the perfindex threshold that changes quality from 0 to 1. The second is the threshold from 1 to 2, the third is the threshold from 2 to 3.
PerfIndexThresholds_ResolutionQuality="GPU 18 42 115"
PerfIndexThresholds_ViewDistanceQuality="Min 18 42 105"
PerfIndexThresholds_AntiAliasingQuality="GPU 18 42 115"
PerfIndexThresholds_ShadowQuality="Min 18 42 105"
PerfIndexThresholds_PostProcessQuality="GPU 18 42 115"
PerfIndexThresholds_TextureQuality="GPU 18 42 115"
PerfIndexThresholds_EffectsQuality="Min 18 42 105"
PerfIndexThresholds_FoliageQuality="GPU 18 42 115"
PerfIndexThresholds_ShadingQuality="GPU 18 42 115"
; This is the screen percentage for the resolution quality, corresponding to 25% pixels, 50% pixels, 75% pixels, and 100% pixels
PerfIndexValues_ResolutionQuality="50 71 87 100 100"
[AntiAliasingQuality@0]
r.PostProcessAAQuality=0
[AntiAliasingQuality@1]
r.PostProcessAAQuality=2
[AntiAliasingQuality@2]
r.PostProcessAAQuality=3
[AntiAliasingQuality@3]
r.PostProcessAAQuality=4
[AntiAliasingQuality@Cine]
r.PostProcessAAQuality=6
;-----------------------------------------------------------------------------------------------------------------
[ViewDistanceQuality@0]
r.SkeletalMeshLODBias=2
r.ViewDistanceScale=0.4
[ViewDistanceQuality@1]
r.SkeletalMeshLODBias=1
r.ViewDistanceScale=0.6
[ViewDistanceQuality@2]
r.SkeletalMeshLODBias=0
r.ViewDistanceScale=0.8
[ViewDistanceQuality@3]
r.SkeletalMeshLODBias=0
r.ViewDistanceScale=1.0
[ViewDistanceQuality@Cine]
r.SkeletalMeshLODBias=0
r.ViewDistanceScale=10.0
;-----------------------------------------------------------------------------------------------------------------
[ShadowQuality@0]
r.LightFunctionQuality=0
r.ShadowQuality=0
r.Shadow.CSM.MaxCascades=1
r.Shadow.MaxResolution=512
r.Shadow.MaxCSMResolution=512
r.Shadow.RadiusThreshold=0.06
r.Shadow.DistanceScale=0.6
r.Shadow.CSM.TransitionScale=0
r.Shadow.PreShadowResolutionFactor=0.5
r.DistanceFieldShadowing=0
r.DistanceFieldAO=0
r.VolumetricFog=0
r.LightMaxDrawDistanceScale=0
r.CapsuleShadows=0
[ShadowQuality@1]
r.LightFunctionQuality=1
r.ShadowQuality=3
r.Shadow.CSM.MaxCascades=1
r.Shadow.MaxResolution=1024
r.Shadow.MaxCSMResolution=1024
r.Shadow.RadiusThreshold=0.05
r.Shadow.DistanceScale=0.7
r.Shadow.CSM.TransitionScale=0.25
r.Shadow.PreShadowResolutionFactor=0.5
r.DistanceFieldShadowing=0
r.DistanceFieldAO=0
r.VolumetricFog=0
r.LightMaxDrawDistanceScale=.5
r.CapsuleShadows=1
[ShadowQuality@2]
r.LightFunctionQuality=1
r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=4
r.Shadow.MaxResolution=1024
r.Shadow.MaxCSMResolution=2048
r.Shadow.RadiusThreshold=0.04
r.Shadow.DistanceScale=0.85
r.Shadow.CSM.TransitionScale=0.8
r.Shadow.PreShadowResolutionFactor=0.5
r.DistanceFieldShadowing=1
r.DistanceFieldAO=1
r.AOQuality=1
r.VolumetricFog=1
r.VolumetricFog.GridPixelSize=16
r.VolumetricFog.GridSizeZ=64
r.VolumetricFog.HistoryMissSupersampleCount=4
r.LightMaxDrawDistanceScale=1
r.CapsuleShadows=1
[ShadowQuality@3]
r.LightFunctionQuality=1
r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=10
r.Shadow.MaxResolution=2048
r.Shadow.MaxCSMResolution=2048
r.Shadow.RadiusThreshold=0.01
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.TransitionScale=1.0
r.Shadow.PreShadowResolutionFactor=1.0
r.DistanceFieldShadowing=1
r.DistanceFieldAO=1
r.AOQuality=2
r.VolumetricFog=1
r.VolumetricFog.GridPixelSize=8
r.VolumetricFog.GridSizeZ=128
r.VolumetricFog.HistoryMissSupersampleCount=4
r.LightMaxDrawDistanceScale=1
r.CapsuleShadows=1
[ShadowQuality@Cine]
r.LightFunctionQuality=1
r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=10
r.Shadow.MaxResolution=4096
r.Shadow.MaxCSMResolution=4096
r.Shadow.RadiusThreshold=0
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.TransitionScale=1.0
r.Shadow.PreShadowResolutionFactor=1.0
r.DistanceFieldShadowing=1
r.DistanceFieldAO=1
r.AOQuality=2
r.VolumetricFog=1
r.VolumetricFog.GridPixelSize=4
r.VolumetricFog.GridSizeZ=128
r.VolumetricFog.HistoryMissSupersampleCount=16
r.LightMaxDrawDistanceScale=1
r.CapsuleShadows=1
;-----------------------------------------------------------------------------------------------------------------
[PostProcessQuality@0]
r.MotionBlurQuality=0
r.AmbientOcclusionMipLevelFactor=1.0
r.AmbientOcclusionMaxQuality=0
r.AmbientOcclusionLevels=0
r.AmbientOcclusionRadiusScale=1.2
r.DepthOfFieldQuality=0
r.RenderTargetPoolMin=300
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.EyeAdaptationQuality=0
r.BloomQuality=4
r.FastBlurThreshold=0
r.Upscale.Quality=1
r.Tonemapper.GrainQuantization=0
r.LightShaftQuality=0
r.Filter.SizeScale=0.6
r.Tonemapper.Quality=0
[PostProcessQuality@1]
r.MotionBlurQuality=3
r.AmbientOcclusionMipLevelFactor=1.0
r.AmbientOcclusionMaxQuality=60
r.AmbientOcclusionLevels=-1
r.AmbientOcclusionRadiusScale=1.5
r.DepthOfFieldQuality=1
r.RenderTargetPoolMin=350
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.EyeAdaptationQuality=0
r.BloomQuality=4
r.FastBlurThreshold=2
r.Upscale.Quality=2
r.Tonemapper.GrainQuantization=0
r.LightShaftQuality=0
r.Filter.SizeScale=0.7
r.Tonemapper.Quality=2
; DOF settings.
r.DOF.Gather.AccumulatorQuality=0 ; lower gathering accumulator quality
r.DOF.Gather.PostfilterMethod=2 ; Max3x3 postfilering method
r.DOF.Gather.EnableBokehSettings=0 ; no bokeh simulation when gathering
r.DOF.Gather.RingCount=3 ; low number of samples when gathering
r.DOF.Scatter.ForegroundCompositing=0 ; no foreground scattering
r.DOF.Scatter.BackgroundCompositing=0 ; no foreground scattering
r.DOF.Recombine.Quality=0 ; no slight out of focus
r.DOF.TemporalAAQuality=0 ; faster temporal accumulation
r.DOF.Kernel.MaxForegroundRadius=0.006 ; required because low gathering and no scattering and not looking great at 1080p
r.DOF.Kernel.MaxBackgroundRadius=0.006 ; required because low gathering and no scattering and not looking great at 1080p
[PostProcessQuality@2]
r.MotionBlurQuality=3
r.AmbientOcclusionMipLevelFactor=0.6
r.AmbientOcclusionMaxQuality=100
r.AmbientOcclusionLevels=-1
r.AmbientOcclusionRadiusScale=1.5
r.DepthOfFieldQuality=2
r.RenderTargetPoolMin=400
r.LensFlareQuality=2
r.SceneColorFringeQuality=1
r.EyeAdaptationQuality=2
r.BloomQuality=5
r.FastBlurThreshold=3
r.Upscale.Quality=2
r.Tonemapper.GrainQuantization=1
r.LightShaftQuality=1
r.Filter.SizeScale=0.8
r.Tonemapper.Quality=5
; DOF settings.
r.DOF.Gather.AccumulatorQuality=0 ; lower gathering accumulator quality
r.DOF.Gather.PostfilterMethod=2 ; Max3x3 postfilering method
r.DOF.Gather.EnableBokehSettings=0 ; no bokeh simulation when gathering
r.DOF.Gather.RingCount=4 ; medium number of samples when gathering
r.DOF.Scatter.ForegroundCompositing=1 ; additive foreground scattering
r.DOF.Scatter.BackgroundCompositing=1 ; no background occlusion
r.DOF.Scatter.EnableBokehSettings=0 ; no bokeh simulation when scattering
r.DOF.Scatter.MaxSpriteRatio=0.04 ; only a maximum of 4% of scattered bokeh
r.DOF.Recombine.Quality=0 ; no slight out of focus
r.DOF.TemporalAAQuality=0 ; faster temporal accumulation
r.DOF.Kernel.MaxForegroundRadius=0.012 ; required because of AccumulatorQuality=0
r.DOF.Kernel.MaxBackgroundRadius=0.012 ; required because of AccumulatorQuality=0
[PostProcessQuality@3]
r.MotionBlurQuality=4
r.AmbientOcclusionMipLevelFactor=0.4
r.AmbientOcclusionMaxQuality=100
r.AmbientOcclusionLevels=-1
r.AmbientOcclusionRadiusScale=1.0
r.DepthOfFieldQuality=2
r.RenderTargetPoolMin=400
r.LensFlareQuality=2
r.SceneColorFringeQuality=1
r.EyeAdaptationQuality=2
r.BloomQuality=5
r.FastBlurThreshold=100
r.Upscale.Quality=3
r.Tonemapper.GrainQuantization=1
r.LightShaftQuality=1
r.Filter.SizeScale=1
r.Tonemapper.Quality=5
; DOF settings.
r.DOF.Gather.AccumulatorQuality=1 ; higher gathering accumulator quality
r.DOF.Gather.PostfilterMethod=1 ; Median3x3 postfilering method
r.DOF.Gather.EnableBokehSettings=0 ; no bokeh simulation when gathering
r.DOF.Gather.RingCount=4 ; medium number of samples when gathering
r.DOF.Scatter.ForegroundCompositing=1 ; additive foreground scattering
r.DOF.Scatter.BackgroundCompositing=2 ; additive background scattering
r.DOF.Scatter.EnableBokehSettings=1 ; bokeh simulation when scattering
r.DOF.Scatter.MaxSpriteRatio=0.1 ; only a maximum of 10% of scattered bokeh
r.DOF.Recombine.Quality=1 ; cheap slight out of focus
r.DOF.Recombine.EnableBokehSettings=0 ; no bokeh simulation on slight out of focus
r.DOF.TemporalAAQuality=1 ; more stable temporal accumulation
r.DOF.Kernel.MaxForegroundRadius=0.025
r.DOF.Kernel.MaxBackgroundRadius=0.025
[PostProcessQuality@Cine]
r.MotionBlurQuality=4
r.AmbientOcclusionMipLevelFactor=0.4
r.AmbientOcclusionMaxQuality=100
r.AmbientOcclusionLevels=-1
r.AmbientOcclusionRadiusScale=1.0
r.DepthOfFieldQuality=4
r.RenderTargetPoolMin=1000
r.LensFlareQuality=3
r.SceneColorFringeQuality=1
r.EyeAdaptationQuality=2
r.BloomQuality=5
r.FastBlurThreshold=100
r.Upscale.Quality=3
r.Tonemapper.GrainQuantization=1
r.LightShaftQuality=1
r.Filter.SizeScale=1
r.Tonemapper.Quality=5
; DOF settings:
r.DOF.Gather.AccumulatorQuality=1 ; higher gathering accumulator quality
r.DOF.Gather.PostfilterMethod=1 ; Median3x3 postfilering method
r.DOF.Gather.EnableBokehSettings=1 ; bokeh simulation when gathering
r.DOF.Gather.RingCount=5 ; high number of samples when gathering
r.DOF.Scatter.ForegroundCompositing=1 ; additive foreground scattering
r.DOF.Scatter.BackgroundCompositing=2 ; background scattering occlusion
r.DOF.Scatter.EnableBokehSettings=1 ; no bokeh simulation when scattering
r.DOF.Scatter.MaxSpriteRatio=0.25 ; only a maximum of 10% of scattered bokeh
r.DOF.Recombine.Quality=2 ; highest slight out of focus
r.DOF.Recombine.EnableBokehSettings=1 ; bokeh simulation on slight out of focus
r.DOF.TemporalAAQuality=1 ; more stable temporal accumulation
r.DOF.Kernel.MaxForegroundRadius=0.025
r.DOF.Kernel.MaxBackgroundRadius=0.025
;-----------------------------------------------------------------------------------------------------------------
[TextureQuality@0]
; Must be used with r.streaming.usepertexturebias set to 1. Otherwise, all textures will have a constant 16 mip bias
r.Streaming.MipBias=16
r.Streaming.AmortizeCPUToGPUCopy=1
r.Streaming.MaxNumTexturesToStreamPerFrame=1
r.Streaming.Boost=0.3
r.MaxAnisotropy=0
r.VT.MaxAnisotropy=4
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.PoolSize=400
r.Streaming.MaxEffectiveScreenSize=0
[TextureQuality@1]
r.Streaming.MipBias=1
r.Streaming.AmortizeCPUToGPUCopy=0
r.Streaming.MaxNumTexturesToStreamPerFrame=0
r.Streaming.Boost=1
r.MaxAnisotropy=2
r.VT.MaxAnisotropy=4
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.PoolSize=600
r.Streaming.MaxEffectiveScreenSize=0
[TextureQuality@2]
r.Streaming.MipBias=0
r.Streaming.AmortizeCPUToGPUCopy=0
r.Streaming.MaxNumTexturesToStreamPerFrame=0
r.Streaming.Boost=1
r.MaxAnisotropy=4
r.VT.MaxAnisotropy=8
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.PoolSize=800
r.Streaming.MaxEffectiveScreenSize=0
[TextureQuality@3]
r.Streaming.MipBias=0
r.Streaming.AmortizeCPUToGPUCopy=0
r.Streaming.MaxNumTexturesToStreamPerFrame=0
r.Streaming.Boost=1
r.MaxAnisotropy=8
r.VT.MaxAnisotropy=8
r.Streaming.LimitPoolSizeToVRAM=0
r.Streaming.PoolSize=1000
r.Streaming.MaxEffectiveScreenSize=0
[TextureQuality@Cine]
r.Streaming.MipBias=0
r.Streaming.AmortizeCPUToGPUCopy=0
r.Streaming.MaxNumTexturesToStreamPerFrame=0
r.Streaming.Boost=1
r.MaxAnisotropy=8
r.VT.MaxAnisotropy=8
r.Streaming.LimitPoolSizeToVRAM=0
r.Streaming.PoolSize=3000
r.Streaming.MaxEffectiveScreenSize=0
;-----------------------------------------------------------------------------------------------------------------
[EffectsQuality@0]
r.TranslucencyLightingVolumeDim=24
r.RefractionQuality=0
r.SSR.Quality=0
r.SSR.HalfResSceneColor=1
r.SceneColorFormat=3
r.DetailMode=0
r.TranslucencyVolumeBlur=0
r.MaterialQualityLevel=0 ; Low quality
r.SSS.Scale=0
r.SSS.SampleSet=0
r.SSS.Quality=0
r.SSS.HalfRes=1
r.SSGI.Quality=0
r.EmitterSpawnRateScale=0.125
r.ParticleLightQuality=0
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=8.0
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=2.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=16.0
r.SkyAtmosphere.SampleCountMin=2.0
r.SkyAtmosphere.SampleCountMax=16.0
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
r.SkyAtmosphere.TransmittanceLUT.SampleCount=10.0
r.SkyAtmosphere.MultiScatteringLUT.SampleCount=15.0
fx.Niagara.QualityLevel=0
[EffectsQuality@1]
r.TranslucencyLightingVolumeDim=32
r.RefractionQuality=0
r.SSR.Quality=0
r.SSR.HalfResSceneColor=1
r.SceneColorFormat=3
r.DetailMode=1
r.TranslucencyVolumeBlur=0
r.MaterialQualityLevel=2 ; Medium quality
r.SSS.Scale=0.75
r.SSS.SampleSet=0
r.SSS.Quality=0
r.SSS.HalfRes=1
r.SSGI.Quality=1
r.EmitterSpawnRateScale=0.25
r.ParticleLightQuality=0
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=16.0
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=4.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=32.0
r.SkyAtmosphere.SampleCountMin=4.0
r.SkyAtmosphere.SampleCountMax=32.0
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=0
r.SkyAtmosphere.TransmittanceLUT.SampleCount=10.0
r.SkyAtmosphere.MultiScatteringLUT.SampleCount=15.0
fx.Niagara.QualityLevel=1
[EffectsQuality@2]
r.TranslucencyLightingVolumeDim=48
r.RefractionQuality=2
r.SSR.Quality=2
r.SSR.HalfResSceneColor=1
r.SceneColorFormat=3
r.DetailMode=1
r.TranslucencyVolumeBlur=1
r.MaterialQualityLevel=1 ; High quality
r.SSS.Scale=1
r.SSS.SampleSet=1
r.SSS.Quality=-1
r.SSS.HalfRes=1
r.SSGI.Quality=2
r.EmitterSpawnRateScale=0.5
r.ParticleLightQuality=1
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=16.0
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=4.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=32.0
r.SkyAtmosphere.SampleCountMin=4.0
r.SkyAtmosphere.SampleCountMax=32.0
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=0
r.SkyAtmosphere.TransmittanceLUT.SampleCount=10.0
r.SkyAtmosphere.MultiScatteringLUT.SampleCount=15.0
fx.Niagara.QualityLevel=2
[EffectsQuality@3]
r.TranslucencyLightingVolumeDim=64
r.RefractionQuality=2
r.SSR.Quality=3
r.SSR.HalfResSceneColor=0
r.SceneColorFormat=4
r.DetailMode=2
r.TranslucencyVolumeBlur=1
r.MaterialQualityLevel=1 ; High quality
r.SSS.Scale=1
r.SSS.SampleSet=2
r.SSS.Quality=1
r.SSS.HalfRes=0
r.SSGI.Quality=3
r.EmitterSpawnRateScale=1.0
r.ParticleLightQuality=2
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=16.0
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=4.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=32.0
r.SkyAtmosphere.SampleCountMin=4.0
r.SkyAtmosphere.SampleCountMax=32.0
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=0
r.SkyAtmosphere.TransmittanceLUT.SampleCount=10.0
r.SkyAtmosphere.MultiScatteringLUT.SampleCount=15.0
fx.Niagara.QualityLevel=3
[EffectsQuality@Cine]
r.TranslucencyLightingVolumeDim=64
r.RefractionQuality=2
r.SSR.Quality=4
r.SSR.HalfResSceneColor=0
r.SceneColorFormat=4
r.DetailMode=2
r.TranslucencyVolumeBlur=1
r.MaterialQualityLevel=1 ; High quality
r.SSS.Scale=1
r.SSS.SampleSet=2
r.SSS.Quality=1
r.SSS.HalfRes=0
r.SSGI.Quality=4
r.EmitterSpawnRateScale=1.0
r.ParticleLightQuality=2
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=0
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice=2
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=32.0
r.SkyAtmosphere.FastSkyLUT=0
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=4.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=32.0
r.SkyAtmosphere.SampleCountMin=8.0
r.SkyAtmosphere.SampleCountMax=32.0
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=0
r.SkyAtmosphere.TransmittanceLUT.SampleCount=30.0
r.SkyAtmosphere.MultiScatteringLUT.SampleCount=20.0
fx.Niagara.QualityLevel=4
;-----------------------------------------------------------------------------------------------------------------
[FoliageQuality@0]
foliage.DensityScale=0
grass.DensityScale=0
;foliage.DiscardDataOnLoad=1 ; having this enabled will reduce ram use but will require reloading the level when changing FoliageQuality setting
;grass.DiscardDataOnLoad=1 ; having this enabled will reduce ram use but will require reloading the level when changing FoliageQuality setting
[FoliageQuality@1]
foliage.DensityScale=0.4
grass.DensityScale=0.4
;foliage.DiscardDataOnLoad=0
;grass.DiscardDataOnLoad=0
[FoliageQuality@2]
foliage.DensityScale=0.8
grass.DensityScale=0.8
;foliage.DiscardDataOnLoad=0
;grass.DiscardDataOnLoad=0
[FoliageQuality@3]
foliage.DensityScale=1.0
grass.DensityScale=1.0
;foliage.DiscardDataOnLoad=0
;grass.DiscardDataOnLoad=0
[FoliageQuality@Cine]
foliage.DensityScale=1.0
grass.DensityScale=1.0
;foliage.DiscardDataOnLoad=0
;grass.DiscardDataOnLoad=0
;-----------------------------------------------------------------------------------------------------------------
[ShadingQuality@0]
r.HairStrands.SkyLighting.SampleCount=8
r.HairStrands.SkyLighting.JitterIntegration=0
r.HairStrands.SkyAO.SampleCount=8
r.HairStrands.DeepShadow.SuperSampling=0
r.HairStrands.VisibilityPPLL=0
r.HairStrands.RasterizationScale=0.5
r.HairStrands.VelocityRasterizationScale=1
[ShadingQuality@1]
r.HairStrands.SkyLighting.SampleCount=16
r.HairStrands.SkyLighting.JitterIntegration=0
r.HairStrands.SkyAO.SampleCount=16
r.HairStrands.DeepShadow.SuperSampling=0
r.HairStrands.VisibilityPPLL=0
r.HairStrands.RasterizationScale=0.5
r.HairStrands.VelocityRasterizationScale=1
[ShadingQuality@2]
r.HairStrands.SkyLighting.SampleCount=16
r.HairStrands.SkyLighting.JitterIntegration=0
r.HairStrands.SkyAO.SampleCount=16
r.HairStrands.DeepShadow.SuperSampling=0
r.HairStrands.VisibilityPPLL=0
r.HairStrands.RasterizationScale=0.5
r.HairStrands.VelocityRasterizationScale=1
[ShadingQuality@3]
r.HairStrands.SkyLighting.SampleCount=16
r.HairStrands.SkyLighting.JitterIntegration=0
r.HairStrands.SkyAO.SampleCount=16
r.HairStrands.DeepShadow.SuperSampling=0
r.HairStrands.VisibilityPPLL=0
r.HairStrands.RasterizationScale=0.5
r.HairStrands.VelocityRasterizationScale=1
[ShadingQuality@Cine]
r.HairStrands.SkyLighting.SampleCount=64
r.HairStrands.SkyLighting.JitterIntegration=1
r.HairStrands.SkyAO.SampleCount=32
r.HairStrands.DeepShadow.SuperSampling=1
r.HairStrands.RasterizationScale=1
r.HairStrands.VelocityRasterizationScale=1
r.HairStrands.VisibilityPPLL=1

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; ConsoleVariables.ini
;
; Why we have this file:
; A developer can change it locally to save time not having to type repetitive console variable settings.
; This file should be in the source control database (for the comments and to know where to find it) but kept empty expect from comments.
;
; Details:
; This file allows to set console variables (cvars) on engine startup (order is not defined).
; This is the only ini file where we allow to load cvars marked as ECVF_Cheat. We don't load this file when compiling UE_BUILD_SHIPPING or UE_BUILD_TEST.
; The variables need to be in the section called [Startup] (typical ini file syntax).
; The name comparison is not case sensitive and if the variable doesn't exists it's silently ignored.
; Lines are commented by a leading ";"
; Using a friendly name (e.g. Yes, No, True, False, On, Off) is supported and it converts those into 0 or 1.
;
; Other way to set cvars:
; in engine ini files (e.g. BaseEngine.ini, DefaultEngine.ini) in the [SystemSettings] section
; from the in game console or in editor OutputLog
; Device Profiles
; Platform settings (editor UI)
;
; What if the cvar wasn't created yet:
; The system creates a dummy cvar which is hidden by the system until someone creates a cvar with that name, then it copies over it's value.
; This is also the reason why there is no error message if a cvar doesn't exits.
;
; Example file content:
; [Startup]
; r.FogDensity = 0.9
; post.ImageGrain = 0.5
;
; ###########################################################################################################
[Startup]
; Uncomment to get detailed logs on shader compiles and the opportunity to retry on errors
;r.ShaderDevelopmentMode=1
; Uncomment to dump shaders in the Saved folder
; Warning: leaving this on for a while will fill your hard drive with many small files and folders
;r.DumpShaderDebugInfo=1
; When this is enabled, SCW crashes will print out the list of jobs in the current worker
;r.ShaderCompiler.DumpQueuedJobs=1
; When this is enabled, when dumping shaders an additional file to use with ShaderCompilerWorker -direct mode will be generated
;r.DumpShaderDebugWorkerCommandLine=1
; When this is enabled, shader compiler warnings are emitted to the log for all shaders as they are loaded (either from the DDC or from a shader compilation job).
;r.ShaderCompiler.EmitWarningsOnLoad=1
; Uncomment to disable parallel rendering
;r.RHICmdBypass=1
; Uncomment to disable parallel mesh draw command setup
;r.MeshDrawCommands.ParallelPassSetup=0
; Uncomment to disable cached mesh draw commands
;r.MeshDrawCommands.UseCachedCommands=0
; Uncomment to get render graph executing passes as they get created to easily debug crashes caused by pass wiring logic.
;r.RDG.ImmediateMode=1
; Uncomment to get render graph to emit warnings for inneficiencies that are normally too CPU costly, and have draw event names
; formatting even if frame are not emiting draw events.
;r.RDG.Debug=1
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
;Uncomment to compile shaders in proc of the running UE process. Useful for debugging the shader compilation pipeline.
;r.Shaders.AllowCompilingThroughWorkers=0
; Uncomment when running with a graphical debugger (but not when profiling)
;r.Shaders.Optimize=0
; When this is enabled, shaders will have extra debugging info. This could change patch sizes, uniqueness, etc and will recompile the shaders
;r.Shaders.KeepDebugInfo=1
; Uncomment to skip shader compression. Can save a significant time when using debug shaders.
;r.Shaders.SkipCompression=1
; If Linux editor crashes in FMallocBinned with callstack that mentions MeshUtilities, you may need to uncomment this.
;r.TriangleOrderOptimization=2
; Uncomment to disable engine and app registration, e.g. to disable GPU driver optimizations during debugging and development
; (Setting r.ShaderDevelopmentMode=1 will also disable engine and app registration)
;r.DisableEngineAndAppRegistration=1
; Uncomment to enable frame markers in D3D12 for the Radeon GPU Profiler (RGP)
; (Vulkan will auto-enable frame markers for RGP, but in D3D12, they have to be enabled manually for now.)
;D3D12.EmitRgpFrameMarkers=1
;r.AsyncPipelineCompile=0
net.UseAdaptiveNetUpdateFrequency=0
; 0 effectively disables physx, 1 allows physx to still run alongside ChaosPhysics
p.chaos.AllowCreatePhysxBodies=1
;Bypass compiler optimizations to speed up Niagara compilation
fx.SkipVectorVMBackendOptimizations=1

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@ -0,0 +1,26 @@
[DataDrivenPlatformInfo]
bIsConfidential=false
Freezing_MaxFieldAlignment=8
Freezing_bAlignBases=true
[PlatformInfo HoloLens]
TargetPlatformName=HoloLens
DisplayName=HoloLens
PlatformType=Game
PlatformFlags=None
NormalIconPath=Launcher/Windows/Platform_WindowsNoEditor_24x
LargeIconPath=Launcher/Windows/Platform_WindowsNoEditor_128x
XLargeIconPath=
UATCommandLine=-targetplatform=HoloLens
AutoSDKPath=
TutorialPath=/Engine/Tutorial/Installation/InstallingVisualStudioTutorial.InstallingVisualStudioTutorial
Windows:bIsEnabled=true
Mac:bIsEnabled=false
Linux:bIsEnabled=false
BinariesDirectoryName=HoloLens
IniPlatformName=HoloLens
bUsesHostCompiler=true
bTargetPlatformCanUseCrashReporter=false;
bUATClosesAfterLaunch=false
UBTTargetID=HoloLens
PlatformGroupName=Mobile

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@ -0,0 +1,24 @@
[Audio]
AudioDeviceModuleName=XAudio2
; Defining below allows switching to audio mixer using -audiomixer commandline
AudioMixerModuleName=AudioMixerXAudio2
UseAudioMixer=True
; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
PlatformHeadroomDB=0
[TextureStreaming]
; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming)
PoolSizeVRAMPercentage=70
[Engine.DeviceConfiguration]
ConfigClass=/Engine/DeviceProfiles/SetDeviceProfileWindows.SetDeviceProfileWindows_C
[SystemSettings]
r.setres=1280x720
; Enable IPv6 by default on Hololens
net.DisableIPv6=0
[/Script/HoloLensPlatformEditor.HoloLensTargetSettings]
Windows10SDKVersion=10.0.18362.0
AudioMaxChannels=23

View file

@ -0,0 +1,2 @@
[Staging]
+WhitelistDirectories=Engine/Binaries/ThirdParty/Windows

View file

@ -0,0 +1,5 @@
[OnlineSubsystem]
NativePlatformService=IOS
[Audio]
AudioCaptureModuleName=AudioCaptureAudioUnit

View file

@ -0,0 +1,49 @@
[DataDrivenPlatformInfo]
bIsConfidential=false
AudioCompressionSettingsIniSectionName=/Script/IOSRuntimeSettings.IOSRuntimeSettings
[PlatformInfo IOS]
TargetPlatformName=IOS
DisplayName=iOS
PlatformType=Game
PlatformFlags=None
NormalIconPath=Launcher/IOS/Platform_IOS_24x
LargeIconPath=Launcher/IOS/Platform_IOS_128x
XLargeIconPath=
UATCommandLine=
AutoSDKPath=
Windows:TutorialPath=/Engine/Tutorial/Mobile/InstallingiTunesTutorial.InstallingiTunesTutorial
Mac:TutorialPath=/Engine/Tutorial/Installation/InstallingXCodeTutorial.InstallingXCodeTutorial
Linux:TutorialPath=/Engine/Tutorial/NotYetImplemented
Windows:bIsEnabled=true
Mac:bIsEnabled=true
Linux:bIsEnabled=false
BinariesDirectoryName=IOS
IniPlatformName=IOS
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=IOS
PlatformGroupName=Mobile
[PlatformInfo IOSClient]
TargetPlatformName=IOSClient
DisplayName=iOS (Client-only)
PlatformType=Client
PlatformFlags=None
NormalIconPath=Launcher/IOS/Platform_IOS_24x
LargeIconPath=Launcher/IOS/Platform_IOS_24x
XLargeIconPath=
UATCommandLine=-client
AutoSDKPath=
Windows:TutorialPath=/Engine/Tutorial/Mobile/InstallingiTunesTutorial.InstallingiTunesTutorial
Mac:TutorialPath=/Engine/Tutorial/Installation/InstallingXCodeTutorial.InstallingXCodeTutorial
Linux:TutorialPath=/Engine/Tutorial/NotYetImplemented
Windows:bIsEnabled=true
Mac:bIsEnabled=true
Linux:bIsEnabled=false
BinariesDirectoryName=IOS
IniPlatformName=IOS
bUsesHostCompiler=false
bUATClosesAfterLaunch=true
UBTTargetID=IOS
PlatformGroupName=Mobile

View file

@ -0,0 +1,77 @@
[/Script/Engine.Engine]
; DefaultBloomKernel is not used on mobile
DefaultBloomKernelTextureName=/Engine/EngineResources/DefaultTexture.DefaultTexture
[/Script/Engine.GarbageCollectionSettings]
gc.MaxObjectsInGame=131072
[PlatformCrypto]
PlatformRequiresDataCrypto=True
PakSigningRequired=False
[Audio]
AudioDeviceModuleName=IOSAudio
;Uncomment below and comment out above line to enable new audio mixer
;AudioDeviceModuleName=AudioMixerAudioUnit
; Defining below allows switching to audio mixer using -audiomixer commandline
AudioMixerModuleName=AudioMixerAudioUnit
; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
UseAudioMixer=true
PlatformHeadroomDB=-6
[PlatformMemoryBuckets]
DefaultMemoryBucket_MinGB=4
SmallerMemoryBucket_MinGB=3
SmallestMemoryBucket_MinGB=2
[OnlineSubsystem]
DefaultPlatformService=IOS
[Advertising]
DefaultProviderName=IOSAdvertising
[DeviceProfileManager]
DeviceProfileSelectionModule="IOSDeviceProfileSelector"
[OnlineSubsystemIOS.Store]
bSupportsInAppPurchasing=true
bUseStoreV2=true
[SlateRenderer]
NumPreallocatedVertices=200
[LocalNotification]
DefaultPlatformService=IOSLocalNotification
[ConsoleVariables]
Slate.CacheRenderData=0
[TextureStreaming]
; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming)
PoolSizeVRAMPercentage=70
[MemoryMappedFiles]
MasterEnable=true
Alignment=16384
[HTTP]
MaxFlushTimeSeconds=2.0
[BackgroundHttp.iOSSettings]
;While the app is in the forground, time out if we don't get a response in this timeframe
BackgroundHttp.ActiveReceiveTimeout=30
;While the app is in the background, time out if we don't get a response in this timeframe
BackgroundHttp.BackgroundReceiveTimeout=120
;Regardless of app state, if the download hasn't finished in this long, time out
BackgroundHttp.ResourceTimeout=3600
;If retry data exists for a task, how many times we should try using the Retry data before moving onto a different CDN. ( -1 = unlimited )
BackgroundHttp.RetryResumeDataLimit=3;
[Plugins]
+EnabledPlugins=Crashlytics
[SystemSettings]
; iOS should always have IPv6 support on
net.DisableIPv6=0

View file

@ -0,0 +1,2 @@
[Staging]
+RemapDirectories=(From="Engine/Plugins/Lumin", To="Engine/Plugins/MagicLeap")

View file

@ -0,0 +1,186 @@
; ------------------------------------------------------------------------------
; Foliage settings
; ------------------------------------------------------------------------------
[FoliageQuality@0]
foliage.DensityScale=0.5
grass.DensityScale=0.5
[FoliageQuality@1]
grass.densityScale=0.8
grass.CullDistanceScale=0.8
foliage.DensityScale=0.8
[FoliageQuality@2]
grass.densityScale=1.0
grass.CullDistanceScale=1.0
foliage.DensityScale=1.0
[FoliageQuality@3]
grass.densityScale=1.0
grass.CullDistanceScale=1.0
foliage.DensityScale=1.0
; ------------------------------------------------------------------------------
; View distance settings
; ------------------------------------------------------------------------------
[ViewDistanceQuality@0]
r.ViewDistanceScale=0.70
r.NeverOcclusionTestDistance=2000
[ViewDistanceQuality@1]
r.ViewDistanceScale=1.0
r.NeverOcclusionTestDistance=2000
[ViewDistanceQuality@2]
r.ViewDistanceScale=1.0
r.NeverOcclusionTestDistance=2000
[ViewDistanceQuality@3]
r.ViewDistanceScale=1.0
r.NeverOcclusionTestDistance=2000
; ------------------------------------------------------------------------------
; Shadow settings
; ------------------------------------------------------------------------------
[ShadowQuality@0]
r.ShadowQuality=0
r.Shadow.MaxCSMResolution=1024
r.Shadow.DistanceScale=0.5
r.Shadow.CSM.MaxCascades=1
r.Shadow.RadiusThreshold=0.06
[ShadowQuality@1]
r.ShadowQuality=1
r.Shadow.MaxCSMResolution=1024
r.Shadow.DistanceScale=0.7
r.Shadow.CSM.MaxCascades=1
r.Shadow.RadiusThreshold=0.06
[ShadowQuality@2]
r.ShadowQuality=1
r.Shadow.MaxCSMResolution=2048
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.MaxCascades=2
r.Shadow.RadiusThreshold=0.06
[ShadowQuality@3]
r.ShadowQuality=2
r.Shadow.MaxCSMResolution=2048
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.MaxCascades=2
r.Shadow.RadiusThreshold=0.06
; ------------------------------------------------------------------------------
; Postprocess settings
; ------------------------------------------------------------------------------
[PostProcessQuality@0]
r.Tonemapper.Quality=1
r.BloomQuality=0
r.DepthOfFieldQuality=0
r.LightShaftQuality=0
r.RefractionQuality=0
Slate.ForceBackgroundBlurLowQualityOverride=1
[PostProcessQuality@1]
r.Tonemapper.Quality=2
r.BloomQuality=1
r.DepthOfFieldQuality=0
r.LightShaftQuality=0
r.RefractionQuality=0
Slate.ForceBackgroundBlurLowQualityOverride=1
[PostProcessQuality@2]
r.Tonemapper.Quality=3
r.BloomQuality=1
r.DepthOfFieldQuality=0
r.LightShaftQuality=0
r.RefractionQuality=1
Slate.ForceBackgroundBlurLowQualityOverride=1
[PostProcessQuality@3]
r.Tonemapper.Quality=3
r.BloomQuality=1
r.DepthOfFieldQuality=1
r.LightShaftQuality=1
r.RefractionQuality=1
Slate.ForceBackgroundBlurLowQualityOverride=1
; ------------------------------------------------------------------------------
; Effects settings
; ------------------------------------------------------------------------------
[EffectsQuality@0]
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=4
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=1.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=8.0
r.SkyAtmosphere.FastSkyLUT.Width=96
r.SkyAtmosphere.FastSkyLUT.Height=50
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
fx.Niagara.QualityLevel=0
[EffectsQuality@1]
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=4
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=1.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=8.0
r.SkyAtmosphere.FastSkyLUT.Width=96
r.SkyAtmosphere.FastSkyLUT.Height=50
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
fx.Niagara.QualityLevel=0
[EffectsQuality@2]
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=4
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=1.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=8.0
r.SkyAtmosphere.FastSkyLUT.Width=96
r.SkyAtmosphere.FastSkyLUT.Height=50
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
fx.Niagara.QualityLevel=0
[EffectsQuality@3]
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice=1
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=4
r.SkyAtmosphere.FastSkyLUT=1
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=1.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=8.0
r.SkyAtmosphere.FastSkyLUT.Width=96
r.SkyAtmosphere.FastSkyLUT.Height=50
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1
fx.Niagara.QualityLevel=1
; ------------------------------------------------------------------------------
; Texture settings
; ------------------------------------------------------------------------------
[TextureQuality@0]
r.MaxAnisotropy=1
[TextureQuality@1]
r.MaxAnisotropy=1
[TextureQuality@2]
r.MaxAnisotropy=2
[TextureQuality@3]
r.MaxAnisotropy=4
[ScalabilityPreview]
; don't want to preview any texture streaming changes in the editor
BlacklistCVars=r.MaxAnisotropy
+BlacklistCVars=r.Streaming.Boost
+BlacklistCVars=r.Streaming.AmortizeCPUToGPUCopy
+BlacklistCVars=r.Streaming.MaxNumTexturesToStreamPerFrame
+BlacklistCVars=r.Streaming.PoolSize

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