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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.EditorPerProjectUserSettings]
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/UnrealEd.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
; If true, all toolbars will use small icons without labels
bUseSmallToolBarIcons = 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
;If true, the Project section of the File menu will be shown
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/OutputLog.OutputLogSettings]
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
[/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.ActorBrowsingModeSettings]
; 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
; Hide actor components
bHideActorComponents = True
; Hide level instance hierarchy
bHideLevelInstanceHierarchy = 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
; Enabled by default now
bEnableAsyncTextureCompilation = True
bEnableAsyncStaticMeshCompilation = True
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bEnableAsyncSkinnedAssetCompilation = True
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bEnableAsyncSoundWaveCompilation = True
; Cooking in the editor is disabled by default now; WorldPartition does not yet support it and we want to deprecate the mode in the future to reduce the number of code flows that have to be supported
bDisableCookInEditor = 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
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bPromptForCheckoutOnAssetModification = False
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; 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.LevelStreamingDynamic'
[/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
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.ScalingGridSizes = 0.1
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.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
bHideUnusedConnectorsSetting = 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
[/Script/UnrealEd.PhysicsAssetEditorOptions]
AngularSnap = 15.0
LinearSnap = 2.0
bDrawContacts = false
FloorGap = 25.0
GravScale = 1.0
bPromptOnBoneDelete = true
PokeStrength = 100.0
InteractionDistance = 5000.0
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
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
2023-08-02 01:42:21 -04:00
bKeepSectionsSeparate = False
2022-05-26 11:21:39 -04:00
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
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
+Node = (Class=/Script/Engine.Actor:ReceiveBeginPlay Key=P Shift=false Ctrl=false Alt=false)
2022-06-20 16:45:51 -04:00
+Node = (Class="/Engine/EditorBlueprintResources/StandardMacros.StandardMacros:Do N" Key=N Shift=false Ctrl=false Alt=false)
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
+Node = (Class=/Script/Engine.KismetSystemLibrary:Delay Key=D Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/BlueprintGraph.K2Node_IfThenElse Key=B Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/BlueprintGraph.K2Node_ExecutionSequence Key=S Shift=false Ctrl=false Alt=false)
2022-06-20 16:45:51 -04:00
+Node = (Class=/Engine/EditorBlueprintResources/StandardMacros.StandardMacros:Gate Key=G Shift=false Ctrl=false Alt=false)
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
+Node = (Class=/Script/BlueprintGraph.K2Node_MultiGate Key=M Shift=false Ctrl=false Alt=false)
2022-06-20 16:45:51 -04:00
+Node = (Class=/Engine/EditorBlueprintResources/StandardMacros.StandardMacros:ForEachLoop Key=F Shift=false Ctrl=false Alt=false)
+Node = (Class=/Engine/EditorBlueprintResources/StandardMacros.StandardMacros:DoOnce Key=O Shift=false Ctrl=false Alt=false)
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
+Node = (Class=/Script/Engine.KismetArrayLibrary:Array_Get Key=A Shift=false Ctrl=false Alt=false)
2023-08-02 14:44:54 -04:00
+Node = (Class=/Script/BlueprintGraph.K2Node_Knot Key=R Shift=false Ctrl=false Alt=false)
2022-05-26 11:21:39 -04:00
[DefaultEventNodes]
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
+Node = (TargetClass=/Script/Engine.Actor TargetEvent="ReceiveBeginPlay")
+Node = (TargetClass=/Script/Engine.Actor TargetEvent="ReceiveActorBeginOverlap")
+Node = (TargetClass=/Script/Engine.Actor TargetEvent="ReceiveTick")
+Node = (TargetClass=/Script/Engine.ActorComponent TargetEvent="ReceiveBeginPlay")
+Node = (TargetClass=/Script/Engine.ActorComponent TargetEvent="ReceiveTick")
+Node = (TargetClass=/Script/GameplayAbilities.GameplayAbility TargetEvent="K2_ActivateAbility")
+Node = (TargetClass=/Script/GameplayAbilities.GameplayAbility TargetEvent="K2_OnEndAbility")
+Node = (TargetClass=/Script/GameplayAbilities.GameplayCueNotify_BurstLatent TargetEvent="OnBurst")
+Node = (TargetClass=/Script/GameplayAbilities.GameplayCueNotify_Looping TargetEvent="OnApplication")
+Node = (TargetClass=/Script/GameplayAbilities.GameplayCueNotify_Looping TargetEvent="OnLoopingStart")
+Node = (TargetClass=/Script/GameplayAbilities.GameplayCueNotify_Looping TargetEvent="OnRecurring")
+Node = (TargetClass=/Script/GameplayAbilities.GameplayCueNotify_Looping TargetEvent="OnRemoval")
+Node = (TargetClass=/Script/UMG.UserWidget TargetEvent="PreConstruct")
+Node = (TargetClass=/Script/UMG.UserWidget TargetEvent="Construct")
+Node = (TargetClass=/Script/UMG.UserWidget TargetEvent="Tick")
+Node = (TargetClass=/Script/Engine.AnimInstance TargetEvent="BlueprintUpdateAnimation")
+Node = (TargetClass=/Script/FunctionalTesting.FunctionalTest TargetEvent="ReceivePrepareTest")
+Node = (TargetClass=/Script/FunctionalTesting.FunctionalTest TargetEvent="ReceiveStartTest")
+Node = (TargetClass=/Script/FunctionalTesting.FunctionalTest TargetEvent="ReceiveTick")
2022-08-19 14:17:37 -04:00
+Node = (TargetClass=/Script/EditorTests.EditorUtilityTest TargetEvent="PrepareTest")
+Node = (TargetClass=/Script/EditorTests.EditorUtilityTest TargetEvent="StartTest")
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
+Node = (TargetClass=/Script/MovieSceneCapture.UserDefinedCaptureProtocol TargetEvent="OnPreTick")
+Node = (TargetClass=/Script/MovieSceneCapture.UserDefinedCaptureProtocol TargetEvent="OnTick")
+Node = (TargetClass=/Script/MovieSceneCapture.UserDefinedCaptureProtocol TargetEvent="OnStartCapture")
+Node = (TargetClass=/Script/MovieSceneCapture.UserDefinedCaptureProtocol TargetEvent="OnCaptureFrame")
+Node = (TargetClass=/Script/MovieSceneCapture.UserDefinedCaptureProtocol TargetEvent="OnBeginFinalize")
+Node = (TargetClass=/Script/MovieSceneCapture.UserDefinedCaptureProtocol TargetEvent="OnFinalize")
2022-05-26 11:21:39 -04:00
[MaterialEditorSpawnNodes]
2022-06-03 10:57:10 -04:00
+Node = (Class=/Script/Engine.MaterialExpressionAdd Key=A Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionBumpOffset Key=B Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionDivide Key=D Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionPower Key=E Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionMaterialFunctionCall Key=F Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionIf Key=I Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionLinearInterpolate Key=L Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionMultiply Key=M Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionNormalize Key=N Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionOneMinus Key=O Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionPanner Key=P Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionReflectionVectorWS Key=R Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionScalarParameter Key=S Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionTextureSample Key=T Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionTextureCoordinate Key=U Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionVectorParameter Key=V Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionConstant Key=One Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionConstant2Vector Key=Two Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionConstant3Vector Key=Three Shift=false Ctrl=false Alt=false)
+Node = (Class=/Script/Engine.MaterialExpressionConstant4Vector Key=Four Shift=false Ctrl=false Alt=false)
2023-08-02 14:44:54 -04:00
+Node = (Class=/Script/Engine.MaterialExpressionReroute Key=R Shift=true Ctrl=false Alt=false)
2022-05-26 11:21:39 -04:00
[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
2023-03-21 13:31:27 -04:00
bCleanPlaybackMode = false
2022-05-26 11:21:39 -04:00
[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
2022-06-09 12:56:45 -04:00
bShowLayerBars = false
2022-05-26 11:21:39 -04:00
2022-07-14 15:21:03 -04:00
[DaySequenceEditor SequencerSettings]
2022-05-26 11:21:39 -04:00
bShowRangeSlider = true
bKeepPlayRangeInSectionBounds = false
ZeroPadFrames = 4
bInfiniteKeyAreas = true
bAutoSetTrackDefaults = true
FrameNumberDisplayFormat = Frames
[/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")))
2022-11-01 04:59:34 -04:00
+TrackSettings = (MatchingActorClass=/Script/UsdStage.UsdStageActor,DefaultTracks=(None),DefaultPropertyTracks=((ComponentPath="",PropertyPath="Time")))
2022-05-26 11:21:39 -04:00
[/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")))
2022-07-14 15:21:03 -04:00
[/Script/DaySequenceEditor.DaySequenceEditorSettings]
2022-05-26 11:21:39 -04:00
+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")))
2022-07-14 15:21:03 -04:00
+TrackSettings = (MatchingActorClass=/Script/DaySequence.DaySequenceActor,DefaultPropertyTracks=((ComponentPath="Sun",PropertyPath="RelativeRotation"),(ComponentPath="Sun",PropertyPath="LightColor"),(ComponentPath="Sun",PropertyPath="Intensity"),(ComponentPath="SkyLight",PropertyPath="LightColor"),(ComponentPath="SkyLight",PropertyPath="Intensity")))
2022-05-26 11:21:39 -04:00
[/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/LiveCoding.LiveCodingSettings]
Startup = AutomaticButHidden
bEnabled = False
bEnableReinstancing = True
bAutomaticallyCompileNewClasses = True
[/Script/AssetManagerEditor.ReferenceViewerSettings]
bLimitSearchDepth = True
bIsShowReferencers = True
MaxSearchReferencerDepth = 1
bIsShowDependencies = True
MaxSearchDependencyDepth = 1
bLimitSearchBreadth = True
MaxSearchBreadth = 20
bIsShowSoftReferences = True
bIsShowHardReferences = True
bIsShowEditorOnlyReferences = True
bIsShowManagementReferences = False
bIsShowSearchableNames = False
2022-06-27 19:15:29 -04:00
bIsShowCodePackages = False
2022-05-26 11:21:39 -04:00
bIsShowDuplicates = True
bIsShowFilteredPackagesOnly = False
bIsCompactMode = False
2022-06-01 18:09:43 -04:00
bIsShowPath = False
bFiltersEnabled = True
bAutoUpdateFilters = False
2022-05-26 11:21:39 -04:00
[/Script/BlueprintHeaderView.BlueprintHeaderViewSettings]
SyntaxColors = (Comment=(R=0.258183,G=0.539479,B=0.068478,A=1.000000),Error=(R=0.863157,G=0.035601,B=0.035601,A=1.000000),Macro=(R=0.356400,G=0.040915,B=0.520996,A=1.000000),Typename=(R=0.000000,G=0.300000,B=0.300000,A=1.000000),Identifier=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),Keyword=(R=0.019382,G=0.496933,B=1.000000,A=1.000000))
FontSize = 9
SelectionColor = (R=0.051269,G=0.095307,B=0.158961,A=1.000000)
SortMethod = None