[/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