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; -------------------------------------------------------------------------------------------------
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; IMPORTANT: EditorPerProjectUserSettings.ini has special behavior!
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;
; This .ini file contains the defaults for many editor and engine "preferences". These preferences
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; are saved to an EditorPerProjectUserSettings.ini file in the user's /<Game>/Saved/Config/ directory.
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;
; 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
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; EditorPerProjectUserSettings.ini file. After we load the user's existing settings, we'll merge in
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; 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.
; -------------------------------------------------------------------------------------------------
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[/Script/UnrealEd.EditorPerProjectUserSettings]
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; True if WASD keys should be remapped to flight controls while the right mouse button is held down
AllowFlightCameraToRemapKeys = True
; The Blutility shelf holds editor utility Blueprints. Summon from the Workspace menu.
bEnableEditorUtilityBlueprints = false
;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
; When enabled, the application frame rate, memory, Unreal object count, as well as a debug console will be displayed in the main editor UI
bShowFrameRateAndMemory = False
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; Lowers CPU usage when the editor is in the background and not the active application
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bThrottleCPUWhenNotForeground = True
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; 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
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; Export
bKeepAttachHierarchy = true
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; Misc
HoverHighlightIntensity = 0.000000
bDisplayUIExtensionPoints = False
bUseCurvesForDistributions = False
bAutoloadCheckedOutPackages = False
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bAutomaticallyHotReloadNewClasses = True
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[/Script/EditorStyle.EditorStyleSettings]
; Applies a color vision deficiency filter to the entire editor
ColorVisionDeficiencyType = CVD_NormalVision
SelectionColor = (R=0.728f,G=0.364f,B=0.003f,A=1.000000)
PressedSelectionColor = (R=0.701f,G=0.225f,B=0.003f,A=1.000000)
InactiveSelectionColor = (R=0.25f,G=0.25f,B=0.25f,A=1.000000)
SelectorColor = (R=0.701f,G=0.225f,B=0.003f,A=1.000000)
; If true, all toolbars will use small icons without labels
bUseSmallToolBarIcons = False
; Enables animated transitions for certain menus and pop-up windows. Note that animations may be automatically disabled at low frame rates in order to improve responsiveness.
bEnableWindowAnimations = False
;If true, Variables names in the script editor are displayed in a sanitized format
bShowFriendlyNames = True
;If true, the Editor Preferences and Project Settings menu entries in the main menu will be expanded with sub-menus for each settings section
bExpandConfigurationMenus = False
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bShowProjectMenus = True
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bShowLaunchMenus = True
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[/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
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[/Script/SceneOutliner.SceneOutlinerSettings]
; True when the Scene Outliner is hiding temporary/run-time Actors
bHideTemporaryActors = False
; True when the Scene Outliner is showing only Actors that exist in the current level
bShowOnlyActorsInCurrentLevel = False
; Scene Outliner Settings
bShowOnlySelectedActors = False
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[/Script/UnrealEd.ContentBrowserSettings]
; The number of objects to load at once in the Content Browser before displaying a warning about loading many assets
NumObjectsToLoadBeforeWarning = 20
; Whether to render thumbnails for loaded assets in real-time in the Content Browser
RealTimeThumbnails = True
; Whether to display folders in the assets view of the content browser. Note that this implies 'Show Only Assets in Selected Folders'.
DisplayFolders = True
; Whether to display the engine folders in the assets view of the content browser. Note that this implies 'Display Folders'.
DisplayEngineFolder = False
; Whether to display the developers folder in the path or assets view of the content browser
DisplayDevelopersFolder = False
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; Whether to display the collections view in the Content Browser
DisplayCollections = False
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[/Script/UnrealEd.DestructableMeshEditorSettings]
; 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
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bEnableWidgetVisualDiff = False
bEnableAnimVisualDiff = False
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[/Script/UnrealEd.EditorLoadingSavingSettings]
; True if we should automatically load a default level at start up
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LoadLevelAtStartup = ProjectDefault
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; True if we should automatically reimport textures when a change to source content is detected
bAutoReimportTextures = False
bAutoReimportCSV = False
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; Whether to mark blueprints dirty if they are automatically migrated during loads
bDirtyMigratedBlueprints = False
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; 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
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bAutoSaveContent = True
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; The time interval after which to save
AutoSaveTimeMinutes = 10
; The number of seconds warning before an autosave
AutoSaveWarningInSeconds = 10
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; Whether to automatically perform an SCC checkout on asset modification
bPromptForCheckoutOnAssetModification = False
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; Whether to automatically prompt for SCC checkout on asset modification
bPromptForCheckoutOnAssetModification = True
; Source control
bSCCAutoAddNewFiles = True
; Tool to use for diff'ing text
TextDiffToolPath = (FilePath="p4merge.exe")
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[/Script/UnrealEd.LevelEditorMiscSettings]
; Auto apply lighting after it has been built
bAutoApplyLightingEnable = true
; If true, BSP will auto-update
bBSPAutoUpdate = True
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; If true, the Pivot Offset for BSP will automatically move to stay centered on its vertices
bAutoMoveBSPPivotOffset = False
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; If true, Navigation will auto-update
bNavigationAutoUpdate = True
; If true, Replaces respects the scale of the original actor. If false, Replace sets the scale to 1.0
bReplaceRespectsScale = True
; If true audio will continue to play when the editor does not have focus
bAllowBackgroundAudio = False
; If true audio will be enabled in the editor. Does not affect PIE
bEnableRealTimeAudio = False
; Volume level for the editor
EditorVolumeLevel = 1.0
; Enables audio feedback for certain operations in Unreal Editor, such as entering and exiting Play mode
bEnableEditorSounds = True
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; The default level streaming class to use when adding new streaming levels
DefaultLevelStreamingClass = Class'/Script/Engine.LevelStreamingKismet'
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[/Script/UnrealEd.LevelEditorPlaySettings]
PlayFromHerePlayerStartClassName = /Script/Engine.PlayerStartPIE
EnableSound = true
NewWindowWidth = 1280
NewWindowHeight = 720
NewWindowPosition = (X=0,Y=0)
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CenterNewWindow = True
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StandaloneWindowWidth = 1280
StandaloneWindowHeight = 720
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CenterStandaloneWindow = True
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ShowMouseControlLabel = True
AutoRecompileBlueprints = 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")
+LaptopScreenResolutions = (Description="Apple MacBook Air 13\"",Width=1440,Height=900,AspectRatio="16:10")
+LaptopScreenResolutions = (Description="Apple MacBook Pro 13\"",Width=1280,Height=800,AspectRatio="16:10")
+LaptopScreenResolutions = (Description="Apple MacBook Pro 13\" (Retina)",Width=2560,Height=1600,AspectRatio="16:10")
+LaptopScreenResolutions = (Description="Apple MacBook Pro 15\"",Width=1440,Height=900,AspectRatio="16:10")
+LaptopScreenResolutions = (Description="Apple MacBook Pro 15\" (Retina)",Width=2880,Height=1800,AspectRatio="16:10")
+LaptopScreenResolutions = (Description="Generic 14-15.6\" Notebook",Width=1366,Height=768,AspectRatio="16:9")
; common screen resolutions for desktop monitors
+MonitorScreenResolutions = (Description="19\" monitor",Width=1440,Height=900,AspectRatio="16:10")
+MonitorScreenResolutions = (Description="20\" monitor",Width=1600,Height=900,AspectRatio="16:9")
+MonitorScreenResolutions = (Description="22\" monitor",Width=1680,Height=1050,AspectRatio="16:10")
+MonitorScreenResolutions = (Description="21.5-24\" monitor",Width=1920,Height=1080,AspectRatio="16:9")
+MonitorScreenResolutions = (Description="27\" monitor",Width=2560,Height=1440,AspectRatio="16:9")
; common screen resolutions for mobile phones
+PhoneScreenResolutions = (Description="Apple iPhone 4, 4S, iTouch 4 (Portrait)",Width=640,Height=960,AspectRatio="2:3")
+PhoneScreenResolutions = (Description="Apple iPhone 4, 4S, iTouch 4 (Landscape)",Width=960,Height=640,AspectRatio="3:2")
+PhoneScreenResolutions = (Description="Apple iPhone 5, 5S, iTouch 5 (Portrait)",Width=640,Height=1136,AspectRatio="~9:16")
+PhoneScreenResolutions = (Description="Apple iPhone 5, 5S, iTouch 5 (Landscape)",Width=1136,Height=640,AspectRatio="~16:9")
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+PhoneScreenResolutions = (Description="Apple iPhone 6 (Portrait)",Width=750,Height=1334,AspectRatio="16:9")
+PhoneScreenResolutions = (Description="Apple iPhone 6 (Landscape)",Width=1334,Height=750,AspectRatio="16:9")
+PhoneScreenResolutions = (Description="Apple iPhone 6+ (Portrait)",Width=1080,Height=1920,AspectRatio="16:9")
+PhoneScreenResolutions = (Description="Apple iPhone 6+ (Landscape)",Width=1920,Height=1080,AspectRatio="16:9")
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+PhoneScreenResolutions = (Description="HTC One (Portrait)",Width=1080,Height=1920,AspectRatio="9:16")
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+PhoneScreenResolutions = (Description="HTC One (Landscape)",Width=1920,Height=1080,AspectRatio="16:9")
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+PhoneScreenResolutions = (Description="Samsung Galaxy S4 (Portrait)",Width=1080,Height=1920,AspectRatio="9:16")
+PhoneScreenResolutions = (Description="Samsung Galaxy S4 (Landscape)",Width=1920,Height=1080,AspectRatio="16:9")
; common screen resolutions for tablet devices
+TabletScreenResolutions = (Description="Apple iPad 2, iPad Mini (Portrait)",Width=768,Height=1024,AspectRatio="~3:4")
+TabletScreenResolutions = (Description="Apple iPad 2, iPad Mini (Landscape)",Width=1024,Height=768,AspectRatio="~4:3")
+TabletScreenResolutions = (Description="Apple iPad 3, 4, Air (Portrait)",Width=1536,Height=2048,AspectRatio="3:4")
+TabletScreenResolutions = (Description="Apple iPad 3, 4, Air (Landscape)",Width=2048,Height=1536,AspectRatio="4:3")
+TabletScreenResolutions = (Description="Microsoft Surface RT (Portrait)",Width=768,Height=1366,AspectRatio="9:16")
+TabletScreenResolutions = (Description="Microsoft Surface RT (Landscape)",Width=1366,Height=768,AspectRatio="16:9")
+TabletScreenResolutions = (Description="Microsoft Surface Pro (Portrait)",Width=1080,Height=1920,AspectRatio="9:16")
+TabletScreenResolutions = (Description="Microsoft Surface Pro (Landscape)",Width=1920,Height=1080,AspectRatio="16:9")
; common screen resolutions for television sets
+TelevisionScreenResolutions = (Description="720p (HDTV, Blu-ray)",Width=1280,Height=720,AspectRatio="16:9")
+TelevisionScreenResolutions = (Description="1080i, 1080p (HDTV, Blu-ray)",Width=1920,Height=1080,AspectRatio="16:9")
+TelevisionScreenResolutions = (Description="4K Ultra HD",Width=3840,Height=2160,AspectRatio="16:9")
+TelevisionScreenResolutions = (Description="4K Digital Cinema",Width=4096,Height=2160,AspectRatio="1.90:1")
[/Script/UnrealEd.LevelEditorViewportSettings]
; Use WASD flight camera controls by default
FlightCameraControlType = WASD_RMBOnly
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; Ignore Ctrl key by default in the landscape/foliage editors
LandscapeEditorControlType = IgnoreCtrl
FoliageEditorControlType = IgnoreCtrl
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; 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
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bAllowTranslateRotateZWidget = False
; If true, Clicking a BSP selects the brush and ctrl+shift+click selects the surface. If false, vice versa
bClickBSPSelectsBrush = True
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;Mouse speed when dragging in viewport
CameraSpeed = 4
;Mouse speed when using middle mouse scroll in viewport
MouseScrollCameraSpeed = 5
MouseSensitivty = .2f
; Whether to use mouse position as direct widget position
bUseAbsoluteTranslation = True
bLevelStreamingVolumePrevis = False
bUseUE3OrbitControls = False
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bUsePowerOf2SnapSize = False
.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
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.Pow2GridSizes = 2048
.Pow2GridSizes = 4096
.Pow2GridSizes = 8192
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.Pow2GridIntervals = 8
.CommonRotGridSizes = 5
.CommonRotGridSizes = 10
.CommonRotGridSizes = 15
.CommonRotGridSizes = 30
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.CommonRotGridSizes = 45
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.CommonRotGridSizes = 60
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.CommonRotGridSizes = 90
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.CommonRotGridSizes = 120
.DivisionsOf360RotGridSizes = 2.8125
.DivisionsOf360RotGridSizes = 5.625
.DivisionsOf360RotGridSizes = 11.25
.DivisionsOf360RotGridSizes = 22.5
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.ScalingGridSizes = 10
.ScalingGridSizes = 1
.ScalingGridSizes = 0.5
.ScalingGridSizes = 0.25
.ScalingGridSizes = 0.125
.ScalingGridSizes = 0.0625
.ScalingGridSizes = 0.03125
GridEnabled = True
RotGridEnabled = True
SnapScaleEnabled = True
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bSnapNewObjectsToFloor = True
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; 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
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; If true all orthographic viewports are linked to the same position and move together
bUseLinkedOrthographicViewports = True
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; If true, objects must be entirely encompassed by the selection box in ortho. viewports to be selected
bStrictBoxSelection = False
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; True if viewport box selection also selects occluded objects, false if only objects with visible pixels are selected
bTransparentBoxSelection = False
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; 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
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; When enabled, simple stats that are enabled in level viewports are preserved between editor sessions
bSaveSimpleStats = False
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[ColorPickerUI]
bAdvancedSectionExpanded = False
bSRGBEnabled = True
bWheelMode = True
[Undo]
; Size of Undo buffer in MB. Bigger number allows more Undo history especially when working with Landscape
UndoBufferSize = 32
[PropertySettings]
ShowFriendlyPropertyNames = True
ExpandDistributions = false
[MRU]
[/Script/UnrealEd.MaterialEditorOptions]
bShowGrid = True
bShowBackground = False
bHideUnusedConnectors = False
bRealtimeMaterialViewport = True
bRealtimeExpressionViewport = False
bAlwaysRefreshAllPreviews = False
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bLivePreviewUpdate = True
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[UnEdViewport]
InterpEdPanInvert = False
[FEditorModeTools]
ShowWidget = True
CoordSystem = 0
UseAbsoluteTranslation = True
AllowTranslateRotateZWidget = False
[LightingBuildOptions]
OnlyBuildSelectedActors = false
OnlyBuildCurrentLevel = false
OnlyBuildChanged = false
BuildBSP = true
BuildActors = true
QualityLevel = 0
NumUnusedLocalCores = 1
ShowLightingBuildInfo = false
[MatineeCreateMovieOptions]
CloseEditor = false
CaptureResolutionIndex = 0;
CaptureResolutionFPS = 30;
CaptureTypeIndex = 0;
Compress = false
CinematicMode = true
DisableMovement = true
DisableTurning = true
HidePlayer = true
DisableInput = true
HideHUD = true
[Matinee]
Hide3DTracks = false
ZoomToScrubPos = false
ShowCurveEd = false
[/Script/UnrealEd.PhATSimOptions]
SkyBrightness = 0.25
; for physical correct light computations we multiply diffuse and specular lights by PI (see LABEL_RealEnergy)
Brightness = 3.1415926535897932
AngularSnap = 15.0
LinearSnap = 2.0
SimSpeed = 1.0
bDrawContacts = false
FloorGap = 25.0
GravScale = 1.0
bPromptOnBoneDelete = true
PokeStrength = 100.0
bShowNamesInHierarchy = true
PokePauseTime = 0.5
PokeBlendTime = 0.5
ConstraintDrawSize = 0.01
[/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
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ShowMeshStats = 1
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[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_Required_Unselected = (R=200,G=200,B=100)
ModuleColor_Required_Selected = (R=255,G=225,B=50)
ModuleColor_Event_Unselected = (R=64,G=64,B=255)
ModuleColor_Event_Selected = (R=0,G=0,B=255)
bShowGrid = false
GridColor_Hi = (R=0,G=100,B=255)
GridColor_Low = (R=0,G=100,B=255)
GridPerspectiveSize = 1024
ShowPPFlags = 0
bUseSlimCascadeDraw = true
SlimCascadeDrawHeight = 24
bCenterCascadeModuleText = true
Cascade_MouseMoveThreshold = 4
MotionModeRadius = 150.0
[ContentBrowserFilter]
FavoriteTypes_1 = Animation Sequence;Material Instances (Constant);Materials;Particle Systems;Skeletal Meshes;Sound Cues;Static Meshes;Textures;Blueprint
[FAutoPackageBackup]
Enabled = True
MaxAllowedSpaceInMB = 250
BackupIntervalInMinutes = 5
[/Script/UnrealEd.FbxImportUI]
2014-09-16 10:25:13 -04:00
bImportMaterials = True
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bAutoCreateGroups = True
bInvertNormalMaps = False
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bImportTextures = True
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bOverrideFullName = True
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bConvertScene = True
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bRemoveNamespaces = True
bImportAnimations = False
bResampleAnimations = False
bImportRigidMesh = False
bCombineMeshes = True
bCreatePhysicsAsset = True
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bImportMesh = True
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[/Script/UnrealEd.FbxStaticMeshImportData]
bOneConvexHullPerUCX = True
bImportMeshLODs = False
NormalImportMethod = FBXNIM_ImportNormals
2014-11-10 11:49:33 -05:00
VertexColorImportOption = EVertexColorImportOption::Ignore
VertexOverrideColor = (R=255,G=255,B=255,A=255)
2014-03-14 14:13:41 -04:00
[/Script/UnrealEd.FbxSkeletalMeshImportData]
bPreserveSmoothingGroups = True
bImportMeshLODs = False
bImportMorphTargets = False
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bUseExperimentalTangentGeneration = False
2014-03-14 14:13:41 -04:00
[/Script/UnrealEd.FbxTextureImportData]
[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
2014-07-04 04:51:45 -04:00
bFilterTranslucent = False
2014-03-14 14:13:41 -04:00
[MeshPaintEdit]
DefaultBrushRadius = 128
[BlueprintSpawnNodes]
; Comment box is bound to C, but that is handled differently due to it needing to work without clicking
+Node = (Class=Actor:ReceiveBeginPlay Key=P Shift=false Ctrl=false Alt=false)
+Node = (Class="Do N" Key=N Shift=false Ctrl=false Alt=false)
+Node = (Class=KismetSystemLibrary:Delay Key=D Shift=false Ctrl=false Alt=false)
+Node = (Class=K2Node_IfThenElse Key=B Shift=false Ctrl=false Alt=false)
+Node = (Class=K2Node_ExecutionSequence Key=S Shift=false Ctrl=false Alt=false)
+Node = (Class=Gate Key=G Shift=false Ctrl=false Alt=false)
+Node = (Class=K2Node_MultiGate Key=M Shift=false Ctrl=false Alt=false)
+Node = (Class=ForEachLoop Key=F Shift=false Ctrl=false Alt=false)
+Node = (Class=DoOnce Key=O Shift=false Ctrl=false Alt=false)
+Node = (Class=KismetArrayLibrary:Array_Get Key=A Shift=false Ctrl=false Alt=false)
2015-07-14 13:11:31 -04:00
[DefaultEventNodes]
+Node = (TargetClass=Actor TargetEvent="ReceiveBeginPlay")
+Node = (TargetClass=Actor TargetEvent="ReceiveActorBeginOverlap")
+Node = (TargetClass=Actor TargetEvent="ReceiveTick")
+Node = (TargetClass=ActorComponent TargetEvent="ReceiveBeginPlay")
+Node = (TargetClass=ActorComponent TargetEvent="ReceiveTick")
+Node = (TargetClass=GameplayAbility TargetEvent="K2_ActivateAbility")
+Node = (TargetClass=GameplayAbility TargetEvent="K2_OnEndAbility")
+Node = (TargetClass=UserWidget TargetEvent="Construct")
+Node = (TargetClass=UserWidget TargetEvent="Tick")
+Node = (TargetClass=AnimInstance TargetEvent="BlueprintUpdateAnimation")
2014-03-14 14:13:41 -04:00
[MaterialEditorSpawnNodes]
+Node = (Class=MaterialExpressionAdd Key=A Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionBumpOffset Key=B Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionDivide Key=D Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionPower Key=E Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionMaterialFunctionCall Key=F Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionIf Key=I Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionLinearInterpolate Key=L Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionMultiply Key=M Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionNormalize Key=N Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionOneMinus Key=O Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionPanner Key=P Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionReflectionVectorWS Key=R Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionScalarParameter Key=S Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionTextureSample Key=T Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionTextureCoordinate Key=U Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionVectorParameter Key=V Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionConstant Key=One Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionConstant2Vector Key=Two Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionConstant3Vector Key=Three Shift=false Ctrl=false Alt=false)
+Node = (Class=MaterialExpressionConstant4Vector Key=Four Shift=false Ctrl=false Alt=false)
2015-02-19 11:28:26 -05:00
[WidgetTemplatesExpanded]
Common = True