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UnrealEngineUWP/Engine/Config/BaseEngine.ini

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; This file defines the default settings for core and engine-level features
; These settings are overridden by a project's DefaultEngine.ini file and per-platform overrides
; Some of these settings can be modified from the project settings in the editor
[/Script/EngineSettings.GameMapsSettings]
GameInstanceClass=/Script/Engine.GameInstance
EditorStartupMap=/Engine/Maps/Templates/OpenWorld
GameDefaultMap=/Engine/Maps/Templates/OpenWorld
ServerDefaultMap=/Engine/Maps/Entry
GlobalDefaultGameMode="/Script/Engine.GameModeBase"
; Example for map prefix and game mode name setting
; +GameModeMapPrefixes=(Name="DM-",GameMode="/Script/GamePackage.DMGameMode")
; +GameModeClassAliases=(Name="DM",GameMode="/Script/GamePackage.DMGameMode")
LocalMapOptions=
[InstallBundleManager]
ModuleName=NullInstallBundleManager
EditorModuleName=NullInstallBundleManager
[URL]
Protocol=unreal
Name=Player
SaveExt=usa
Port=7777
[HTTP]
HttpTimeout=180
HttpConnectionTimeout=60
HttpReceiveTimeout=30
HttpSendTimeout=30
; Flush time limits for FHttpManager::Flush:
; Default = when Flush is called with no overriding context
; Background = when Flush is called because the app is backgrounding. This may not be called on backgrounding on all platforms.
; Shutdown = when Flush is called because the app is being shut down. Some use cases may want an infinite wait. This may not be called on shutdown on all platforms.
; FullFlush = explicit request to wait infinitely for all HTTP requests to complete. Some use cases may want to disable infinite waits. Typically not used in game code but may be used by applications or commandlets.
; Soft Limit = how long to wait in seconds before cancelling active requests. -1 = never cancel. 0 = cancel immediately. Must be < Hard Limit to work. Typically after calling Cancel the HTTP request needs a tick to process the cancel, so it should not be == Hard Limit.
; Hard Limit = how long to wait in seconds before stopping waiting altogether.
FlushSoftTimeLimitDefault=2.0
FlushHardTimeLimitDefault=4.0
FlushSoftTimeLimitBackground=2.0
FlushHardTimeLimitBackground=4.0
FlushSoftTimeLimitShutdown=2.0
FlushHardTimeLimitShutdown=4.0
FlushSoftTimeLimitFullFlush=-1.0
FlushHardTimeLimitFullFlush=-1.0
[HTTP.HttpThread]
RunningThreadedRequestLimit=11
[HTTP.Curl]
bAllowSeekFunction=false
[BackgroundHttp]
; How many BackgroundHTTP tasks can be running simultaneously. Turning this number too high may cause timeouts
MaxActiveDownloads=4
; How many days we will wait to delete any found BackgroundHTTP Temp Files that haven't been claimed. Default is 259200 seconds (3 days). -1 to disable.
TempFileTimeOutSeconds=259200
; If we should delete any Temp Files in our BackgroundHTTP temp folder that don't have associated URL Mapping entries.
; This means we don't really know what URL this temp work belongs to anymore
DeleteTempFilesWithoutURLMappingEntries=true
; If we should remove URL Mapping Entries on launch for any entries that don't have a corresponding temp file
; This could be stale data from a previous run that was either never actually used, wasn't saved after the temp file was moved, etc.
RemoveURLMappingEntriesWithoutPhysicalTempFiles=true
[WebSockets]
+WebSocketsProtocols="ws"
+WebSocketsProtocols="wss"
+WebSocketsProtocols="v10.stomp"
+WebSocketsProtocols="v11.stomp"
+WebSocketsProtocols="v12.stomp"
+WebSocketsProtocols="xmpp"
[WebSockets.LibWebSockets]
ThreadStackSize=131072
ThreadTargetFrameTimeInSeconds=0.0333
ThreadMinimumSleepTimeInSeconds=0.0
MaxHttpHeaderData=32768
[Ping]
StackSize=1048576
MinPingSendWaitTimeMs=10.0
[Voice]
bEnabled=false
bDuckingOptOut=true
[SlateStyle]
DefaultFontName=/Engine/EngineFonts/Roboto
[PlatformMemoryBuckets]
LargestMemoryBucket_MinGB=32
LargerMemoryBucket_MinGB=12
DefaultMemoryBucket_MinGB=8
SmallerMemoryBucket_MinGB=6
; if SmallestMemoryBucket_MinGB is set, then the engine will throw up an error and exit(0) if the device has less
SmallestMemoryBucket_MinGB=0
[CoreUObject.UninitializedScriptStructMembersCheck]
EngineModuleReflectedUninitializedPropertyVerbosity=Error
ProjectModuleReflectedUninitializedPropertyVerbosity=Error
ObjectReferenceReflectedUninitializedPropertyVerbosity=Error
[CoreUObject.ShortTypeNameInMetaDataCheck]
+MetaDataKeys=AllowedClasses
+MetaDataKeys=DisallowedClasses
+MetaDataKeys=BaseStruct
+MetaDataKeys=BaseClass
+MetaDataKeys=HasNativeMake
+MetaDataKeys=HasnativeBreak
+MetaDataKeys=RowType
+MetaDataKeys=BitmaskEnum
+MetaDataKeys=ActorClassToPoll
+MetaDataKeys=ComponentClass
+MetaDataKeys=MustImplement
+MetaDataKeys=MetaClass
+MetaDataKeys=MetaStruct
+MetaDataKeys=RequiredAssetDataTags
[/Script/Engine.Engine]
ConsoleClassName=/Script/Engine.Console
GameViewportClientClassName=/Script/Engine.GameViewportClient
LocalPlayerClassName=/Script/Engine.LocalPlayer
WorldSettingsClassName=/Script/Engine.WorldSettings
NavigationSystemClassName=/Script/NavigationSystem.NavigationSystemV1
NavigationSystemConfigClassName=/Script/NavigationSystem.NavigationSystemModuleConfig
AvoidanceManagerClassName=/Script/Engine.AvoidanceManager
PhysicsCollisionHandlerClassName=/Script/Engine.PhysicsCollisionHandler
LevelScriptActorClassName=/Script/Engine.LevelScriptActor
DefaultBlueprintBaseClassName=/Script/Engine.Actor
GameUserSettingsClassName=/Script/Engine.GameUserSettings
AIControllerClassName=/Script/AIModule.AIController
AssetManagerClassName=/Script/Engine.AssetManager
bAllowMatureLanguage=false
GameEngine=/Script/Engine.GameEngine
EditorEngine=/Script/UnrealEd.EditorEngine
UnrealEdEngine=/Script/UnrealEd.UnrealEdEngine
; Leaving these unset causes the engine to use FCoreStyle::GetDefaultFont() instead
;TinyFontName=/Engine/EngineFonts/RobotoTiny.RobotoTiny
;SmallFontName=/Engine/EngineFonts/Roboto.Roboto
;MediumFontName=/Engine/EngineFonts/Roboto.Roboto
;LargeFontName=/Engine/EngineFonts/Roboto.Roboto
;SubtitleFontName=/Engine/EngineFonts/Roboto.Roboto
WireframeMaterialName=/Engine/EngineDebugMaterials/WireframeMaterial.WireframeMaterial
DefaultMaterialName=/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial
DefaultLightFunctionMaterialName=/Engine/EngineMaterials/DefaultLightFunctionMaterial.DefaultLightFunctionMaterial
DefaultTextureName=/Engine/EngineResources/DefaultTexture.DefaultTexture
DefaultDiffuseTextureName=/Engine/EngineMaterials/DefaultDiffuse.DefaultDiffuse
DefaultBSPVertexTextureName=/Engine/EditorResources/BSPVertex.BSPVertex
HighFrequencyNoiseTextureName=/Engine/EngineMaterials/Good64x64TilingNoiseHighFreq.Good64x64TilingNoiseHighFreq
DefaultBokehTextureName=/Engine/EngineMaterials/DefaultBokeh.DefaultBokeh
DefaultBloomKernelTextureName=/Engine/EngineMaterials/DefaultBloomKernel.DefaultBloomKernel
DefaultFilmGrainTextureName=/Engine/EngineResources/FilmGrains/Marcie_Grain_v3_128_M2_000.Marcie_Grain_v3_128_M2_000
GeomMaterialName=/Engine/EngineDebugMaterials/GeomMaterial.GeomMaterial
DebugMeshMaterialName=/Engine/EngineDebugMaterials/DebugMeshMaterial.DebugMeshMaterial
EmissiveMeshMaterialName=/Engine/EngineMaterials/EmissiveMeshMaterial.EmissiveMeshMaterial
PreIntegratedSkinBRDFTextureName=/Engine/EngineMaterials/PreintegratedSkinBRDF.PreintegratedSkinBRDF
BlueNoiseScalarTextureName=/Engine/EngineMaterials/STBlueNoise_scalar_128x128x64.STBlueNoise_scalar_128x128x64
BlueNoiseVec2TextureName=/Engine/EngineMaterials/STBlueNoise_vec2_128x128x64.STBlueNoise_vec2_128x128x64
MiniFontTextureName=/Engine/EngineMaterials/MiniFont.MiniFont
WeightMapPlaceholderTextureName=/Engine/EngineMaterials/WeightMapPlaceholderTexture.WeightMapPlaceholderTexture
LightMapDensityTextureName=/Engine/EngineMaterials/DefaultWhiteGrid.DefaultWhiteGrid
LevelColorationLitMaterialName=/Engine/EngineDebugMaterials/LevelColorationLitMaterial.LevelColorationLitMaterial
LevelColorationUnlitMaterialName=/Engine/EngineDebugMaterials/LevelColorationUnlitMaterial.LevelColorationUnlitMaterial
LightingTexelDensityName=/Engine/EngineDebugMaterials/MAT_LevelColorationLitLightmapUV.MAT_LevelColorationLitLightmapUV
ShadedLevelColorationUnlitMaterialName=/Engine/EngineDebugMaterials/ShadedLevelColorationUnlitMateri.ShadedLevelColorationUnlitMateri
ShadedLevelColorationLitMaterialName=/Engine/EngineDebugMaterials/ShadedLevelColorationLitMaterial.ShadedLevelColorationLitMaterial
RemoveSurfaceMaterialName=/Engine/EngineMaterials/RemoveSurfaceMaterial.RemoveSurfaceMaterial
VertexColorMaterialName=/Engine/EngineDebugMaterials/VertexColorMaterial.VertexColorMaterial
VertexColorViewModeMaterialName_ColorOnly=/Engine/EngineDebugMaterials/VertexColorViewMode_ColorOnly.VertexColorViewMode_ColorOnly
VertexColorViewModeMaterialName_AlphaAsColor=/Engine/EngineDebugMaterials/VertexColorViewMode_AlphaAsColor.VertexColorViewMode_AlphaAsColor
VertexColorViewModeMaterialName_RedOnly=/Engine/EngineDebugMaterials/VertexColorViewMode_RedOnly.VertexColorViewMode_RedOnly
VertexColorViewModeMaterialName_GreenOnly=/Engine/EngineDebugMaterials/VertexColorViewMode_GreenOnly.VertexColorViewMode_GreenOnly
VertexColorViewModeMaterialName_BlueOnly=/Engine/EngineDebugMaterials/VertexColorViewMode_BlueOnly.VertexColorViewMode_BlueOnly
PhysicalMaterialMaskMaterialName=/Engine/EngineDebugMaterials/PhysicalMaterialMaskMaterial.PhysicalMaterialMaskMaterial
BoneWeightMaterialName=/Engine/EngineDebugMaterials/BoneWeightMaterial.BoneWeightMaterial
ClothPaintMaterialName=/Engine/EngineDebugMaterials/ClothMaterial.ClothMaterial
ClothPaintMaterialWireframeName=/Engine/EngineDebugMaterials/ClothMaterial_WF.ClothMaterial_WF
DebugEditorMaterialName=/Engine/EngineDebugMaterials/DebugEditorMaterial.DebugEditorMaterial
InvalidLightmapSettingsMaterialName=/Engine/EngineMaterials/M_InvalidLightmapSettings.M_InvalidLightmapSettings
PreviewShadowsIndicatorMaterialName=/Engine/EditorMaterials/PreviewShadowIndicatorMaterial.PreviewShadowIndicatorMaterial
EditorBrushMaterialName=/Engine/EngineMaterials/EditorBrushMaterial.EditorBrushMaterial
DefaultPhysMaterialName=/Engine/EngineMaterials/DefaultPhysicalMaterial.DefaultPhysicalMaterial
DefaultDeferredDecalMaterialName=/Engine/EngineMaterials/DefaultDeferredDecalMaterial.DefaultDeferredDecalMaterial
DefaultPostProcessMaterialName=/Engine/EngineMaterials/DefaultPostProcessMaterial.DefaultPostProcessMaterial
DefaultFlattenMaterialName=/Engine/EngineMaterials/FlattenMaterial.FlattenMaterial
DefaultHLODFlattenMaterialName=/Engine/EngineMaterials/FlattenMaterial_VT.FlattenMaterial_VT
DefaultLandscapeFlattenMaterialName=/Engine/EngineMaterials/FlattenMaterial_WS_Normal_VT.FlattenMaterial_WS_Normal_VT
TimecodeProviderClassName=None
ArrowMaterialName=/Engine/EngineMaterials/GizmoMaterial.GizmoMaterial
ParticleEventManagerClassPath="/Script/Engine.ParticleEventManager"
LightingOnlyBrightness=(R=0.3,G=0.3,B=0.3,A=1.0)
+ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0)
+ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
+ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0)
+ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1.0)
+ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0)
+ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
+ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0)
+ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0)
+ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
+QuadComplexityColors=(R=0.0,G=0.0,B=0.0,A=1.0)
+QuadComplexityColors=(R=0.0,G=0.0,B=0.4,A=1.0)
+QuadComplexityColors=(R=0.0,G=0.3,B=1.0,A=1.0)
+QuadComplexityColors=(R=0.0,G=0.7,B=0.4,A=1.0)
+QuadComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
+QuadComplexityColors=(R=0.8,G=0.8,B=0.0,A=1.0)
+QuadComplexityColors=(R=1.0,G=0.3,B=0.0,A=1.0)
+QuadComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
+QuadComplexityColors=(R=0.5,G=0.0,B=0.5,A=1.0)
+QuadComplexityColors=(R=0.7,G=0.3,B=0.7,A=1.0)
+QuadComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
+LightComplexityColors=(R=0.0,G=0.0,B=0.0,A=1.0)
+LightComplexityColors=(R=0.0,G=0.0,B=0.4,A=1.0)
+LightComplexityColors=(R=0.0,G=0.3,B=1.0,A=1.0)
+LightComplexityColors=(R=0.0,G=0.7,B=0.4,A=1.0)
+LightComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
+LightComplexityColors=(R=0.8,G=0.8,B=0.0,A=1.0)
+LightComplexityColors=(R=1.0,G=0.3,B=0.0,A=1.0)
+LightComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
+LightComplexityColors=(R=0.5,G=0.0,B=0.5,A=1.0)
+LightComplexityColors=(R=0.7,G=0.3,B=0.7,A=1.0)
+LightComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
+StationaryLightOverlapColors=(R=0.0,G=1.0,B=0.127,A=1.0)
+StationaryLightOverlapColors=(R=0.0,G=1.0,B=0.0,A=1.0)
+StationaryLightOverlapColors=(R=0.046,G=0.52,B=0.0,A=1.0)
+StationaryLightOverlapColors=(R=0.215,G=0.215,B=0.0,A=1.0)
+StationaryLightOverlapColors=(R=0.52,G=0.046,B=0.0,A=1.0)
+StationaryLightOverlapColors=(R=0.7,G=0.0,B=0.0,A=1.0)
+StationaryLightOverlapColors=(R=1.0,G=0.0,B=0.0,A=1.0)
+StationaryLightOverlapColors=(R=1.0,G=0.0,B=0.5,A=1.0)
+StationaryLightOverlapColors=(R=1.0,G=0.9,B=0.9,A=1.0)
+LODColorationColors=(R=1.0,G=1.0,B=1.0,A=1.0) ; white (LOD 0)
+LODColorationColors=(R=1.0,G=0.0,B=0.0,A=1.0) ; red (LOD 1)
+LODColorationColors=(R=0.0,G=1.0,B=0.0,A=1.0) ; green (etc...)
+LODColorationColors=(R=0.0,G=0.0,B=1.0,A=1.0) ; blue
+LODColorationColors=(R=1.0,G=1.0,B=0.0,A=1.0) ; yellow
+LODColorationColors=(R=1.0,G=0.0,B=1.0,A=1.0) ; fuchsia (bright purple)
+LODColorationColors=(R=0.0,G=1.0,B=1.0,A=1.0) ; cyan
+LODColorationColors=(R=0.5,G=0.0,B=0.5,A=1.0) ; purple
+StreamingAccuracyColors=(R=1.0,G=0.0,B=0.0,A=1.0)
+StreamingAccuracyColors=(R=0.8,G=0.5,B=0.0,A=1.0)
+StreamingAccuracyColors=(R=0.7,G=0.7,B=0.7,A=1.0)
+StreamingAccuracyColors=(R=0.0,G=0.8,B=0.5,A=1.0)
+StreamingAccuracyColors=(R=0.0,G=1.0,B=0.0,A=1.0)
+HLODColorationColors=(R=1.0,G=1.0,B=1.0,A=1.0) ; white (not part of HLOD)
+HLODColorationColors=(R=0.0,G=1.0,B=0.0,A=1.0) ; green (part of HLOD but being drawn outside of it)
+HLODColorationColors=(R=0.0,G=0.0,B=1.0,A=1.0) ; blue (HLOD level 0)
+HLODColorationColors=(R=1.0,G=1.0,B=0.0,A=1.0) ; yellow (HLOD level 1, etc...)
+HLODColorationColors=(R=1.0,G=0.0,B=1.0,A=1.0) ; purple
+HLODColorationColors=(R=0.0,G=1.0,B=1.0,A=1.0) ; cyan
+HLODColorationColors=(R=0.5,G=0.5,B=0.5,A=1.0) ; grey
GPUSkinCacheVisualizationExcludedColor=(R=1.0,G=0.0,B=0.0,A=1.0) ; red (not use skin cache on sk mesh)
GPUSkinCacheVisualizationIncludedColor=(R=0.0,G=1.0,B=0.0,A=1.0) ; green (use skin cache on sk mesh)
GPUSkinCacheVisualizationRecomputeTangentsColor=(R=0.0,G=0.0,B=1.0,A=1.0) ; blue (use recompute tangents on sk mesh)
GPUSkinCacheVisualizationLowMemoryThresholdInMB=2.0
GPUSkinCacheVisualizationHighMemoryThresholdInMB=10.0
GPUSkinCacheVisualizationLowMemoryColor=(R=0.0,G=1.0,B=0.0,A=1.0) ; green
GPUSkinCacheVisualizationMidMemoryColor=(R=1.0,G=1.0,B=0.0,A=1.0) ; yellow
GPUSkinCacheVisualizationHighMemoryColor=(R=1.0,G=0.0,B=0.0,A=1.0) ; red
+GPUSkinCacheVisualizationRayTracingLODOffsetColors=(R=1.0,G=1.0,B=0.0,A=1.0) ; yellow (RT_LOD == Raster_LOD)
+GPUSkinCacheVisualizationRayTracingLODOffsetColors=(R=1.0,G=0.0,B=0.0,A=1.0) ; red (RT_LOD == Raster_LOD + 1)
+GPUSkinCacheVisualizationRayTracingLODOffsetColors=(R=0.0,G=1.0,B=0.0,A=1.0) ; green (RT_LOD == Raster_LOD + 2)
+GPUSkinCacheVisualizationRayTracingLODOffsetColors=(R=0.0,G=0.0,B=1.0,A=1.0) ; blue (RT_LOD >= Raster_LOD + 3)
MaxPixelShaderAdditiveComplexityCount=2000
MaxES3PixelShaderAdditiveComplexityCount=800
bSubtitlesEnabled=True
bSubtitlesForcedOff=false
MaximumLoopIterationCount = 1000000
; Allows Blueprint classes based on a native Actor or Component subclass to tick even if their parent has bCanEverTick flag set to false.
bCanBlueprintsTickByDefault=true
; Controls whether anim blueprint nodes that access member variables of their class directly should use the optimized path that avoids a thunk to the Blueprint VM.
bOptimizeAnimBlueprintMemberVariableAccess=true
CameraRotationThreshold=45.0
CameraTranslationThreshold=10000
PrimitiveProbablyVisibleTime = 8.0
MaxOcclusionPixelsFraction = 0.1
MinLightMapDensity=0.0
IdealLightMapDensity=0.2
MaxLightMapDensity=0.8
RenderLightMapDensityGrayscaleScale=1.0
RenderLightMapDensityColorScale=1.0
bRenderLightMapDensityGrayscale=false
LightMapDensityVertexMappedColor=(R=0.65,G=0.65,B=0.25,A=1.0)
LightMapDensitySelectedColor=(R=1.0,G=0.2,B=1.0,A=1.0)
bPauseOnLossOfFocus=false
MaxParticleResize=0
MaxParticleResizeWarn=0
NetClientTicksPerSecond=200
+StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.0,Out=(R=255)),(In=30,Out=(R=255,G=255)),(In=45.0,Out=(G=255))))
+StatColorMappings=(StatName="Frametime",ColorMap=((In=1.0,Out=(G=255)),(In=25.0,Out=(G=255)),(In=29.0,Out=(R=255,G=255)),(In=33.0,Out=(R=255))))
+StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.0,Out=(G=255)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.0,Out=(R=255))))
DisplayGamma=2.2
MinDesiredFrameRate=35.000000
NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="/Script/OnlineSubsystemUtils.IpNetDriver",DriverClassNameFallback="/Script/OnlineSubsystemUtils.IpNetDriver")
+NetDriverDefinitions=(DefName="DemoNetDriver",DriverClassName="/Script/Engine.DemoNetDriver",DriverClassNameFallback="/Script/Engine.DemoNetDriver")
NetErrorLogInterval=1.0
SerializationOutOfBoundsErrorMessage=NSLOCTEXT("","SerializationOutOfBoundsErrorMessage","Corrupt data found, please verify your installation.")
SerializationOutOfBoundsErrorMessageCaption=NSLOCTEXT("","SerializationOutOfBoundsErrorMessageCaption","Serialization Error : Action Needed")
bSmoothFrameRate=false
SmoothedFrameRateRange=(LowerBound=(Type="ERangeBoundTypes::Inclusive",Value=22),UpperBound=(Type="ERangeBoundTypes::Exclusive",Value=62))
bCheckForMultiplePawnsSpawnedInAFrame=false
NumPawnsAllowedToBeSpawnedInAFrame=2
; This is the default (additive) color of selected objects in the editor
DefaultSelectedMaterialColor=(R=0.84,G=0.92,B=0.02,A=1.0)
; This is the startup state of the OnScreenDebugMessage system
bEnableOnScreenDebugMessages=true
; This shows errors and warnings on screen
DurationOfErrorsAndWarningsOnHUD=0
NearClipPlane=10.0
; Default World Partition HLOD layer
DefaultWorldPartitionHLODLayer=/Engine/Maps/Templates/HLODs/HLODLayer_Instanced.HLODLayer_Instanced
[CoreRedirects]
; All redirects prior to UE 4.10 are now in FCoreRedirects::RegisterNativeRedirects, new ones should be added to the bottom of this section
; Redirects can now go in any ini file, including Plugin inis like PluginName/Config/BasePluginName.ini
; This redirect format replaces the old ActiveClassRedirects/K2FieldRedirects format, and the syntax is the same for every type
; The -DebugCoreRedirects command line parameter can be used to diagnose issues when adding new redirects
;
; +ClassRedirects=(OldName="OldClass", NewName="/Script/Module.NewClass")
; +ClassRedirects=(OldName="/Script/Module.OldClass", NewName="/Script/Module.NewClass")
;
; Those two will do the same thing, assuming OldClass was in Module. It matches as much of the name as possible and the NewName should include the full package path.
; You can also add options or add a value change map:
;
; +ClassRedirects=(OldName="OldClass", NewName="/Script/GameName.GameSpecificClass", bInstanceOnly=true)
; +PackageRedirects=(OldName="/OldPlugin/", NewName="/NewPlugin/", MatchSubstring=true)
; +PackageRedirects=(OldName="/Game/DeletedContentPackage", Removed=true)
; +EnumRedirects=(OldName="/Script/Core.EEnumType", NewName="/Script/NewModule.ENewEnumType", ValueChanges=(("OldValue", "NewValue"), ("OldValue2", "NewValue2")) )
; 4.10/4.11
+ClassRedirects=(OldName="AnimGraphNode_BlendSpace",NewName="/Script/AnimGraph.AnimGraphNode_BlendSpacePlayer")
+ClassRedirects=(OldName="AnimNotify_PlayParticleEffect_C",NewName="/Script/Engine.AnimNotify_PlayParticleEffect",OverrideClassName="/Script/CoreUObject.Class")
+ClassRedirects=(OldName="AnimNotify_PlaySound_C",NewName="/Script/Engine.AnimNotify_PlaySound",OverrideClassName="/Script/CoreUObject.Class")
+ClassRedirects=(OldName="MovieSceneMaterialParameterSection",NewName="/Script/MovieSceneTracks.MovieSceneParameterSection")
+PackageRedirects=(OldName="/Engine/EngineAnimNotifies/AnimNotify_PlayParticleEffect",Removed=True)
+PackageRedirects=(OldName="/Engine/EngineAnimNotifies/AnimNotify_PlaySound",Removed=True)
+StructRedirects=(OldName="AnimNode_ApplyAdditive",NewName="/Script/AnimGraphRuntime.AnimNode_ApplyAdditive")
+StructRedirects=(OldName="AnimNode_BlendListBase",NewName="/Script/AnimGraphRuntime.AnimNode_BlendListBase")
+StructRedirects=(OldName="AnimNode_BlendListByBool",NewName="/Script/AnimGraphRuntime.AnimNode_BlendListByBool")
+StructRedirects=(OldName="AnimNode_BlendListByEnum",NewName="/Script/AnimGraphRuntime.AnimNode_BlendListByEnum")
+StructRedirects=(OldName="AnimNode_BlendListByInt",NewName="/Script/AnimGraphRuntime.AnimNode_BlendListByInt")
+StructRedirects=(OldName="AnimNode_BlendSpace",NewName="/Script/AnimGraphRuntime.AnimNode_BlendSpacePlayer")
+StructRedirects=(OldName="AnimNode_BlendSpaceEvaluator",NewName="/Script/AnimGraphRuntime.AnimNode_BlendSpaceEvaluator")
+StructRedirects=(OldName="AnimNode_BlendSpacePlayer",NewName="/Script/AnimGraphRuntime.AnimNode_BlendSpacePlayer")
+StructRedirects=(OldName="AnimNode_LayeredBoneBlend",NewName="/Script/AnimGraphRuntime.AnimNode_LayeredBoneBlend")
+StructRedirects=(OldName="AnimNode_MeshSpaceRefPose",NewName="/Script/AnimGraphRuntime.AnimNode_MeshSpaceRefPose")
+StructRedirects=(OldName="AnimNode_RefPose",NewName="/Script/AnimGraphRuntime.AnimNode_RefPose")
+StructRedirects=(OldName="AnimNode_RotateRootBone",NewName="/Script/AnimGraphRuntime.AnimNode_RotateRootBone")
+StructRedirects=(OldName="AnimNode_RotationOffsetBlendSpace",NewName="/Script/AnimGraphRuntime.AnimNode_RotationOffsetBlendSpace")
+StructRedirects=(OldName="AnimNode_SequenceEvaluator",NewName="/Script/AnimGraphRuntime.AnimNode_SequenceEvaluator")
+StructRedirects=(OldName="AnimNode_Slot",NewName="/Script/AnimGraphRuntime.AnimNode_Slot")
+StructRedirects=(OldName="FormatTextArgument",NewName="/Script/Engine.FormatArgumentData")
+FunctionRedirects=(OldName="ConvertTransformToRelative",NewName="/Script/Engine.KismetMathLibrary.MakeRelativeTransform")
+PropertyRedirects=(OldName="KismetMathLibrary.MakeRelativeTransform.LocalTransform",NewName="A")
+PropertyRedirects=(OldName="KismetMathLibrary.MakeRelativeTransform.WorldTransform",NewName="RelativeTo")
; Note that these are reversed from what you'd expect, because the code used to do the reversed calculation.
+PropertyRedirects=(OldName="KismetMathLibrary.MakeRelativeTransform.ParentTransform",NewName="A")
+PropertyRedirects=(OldName="KismetMathLibrary.MakeRelativeTransform.Transform",NewName="RelativeTo")
+PropertyRedirects=(OldName="MaterialInstanceDynamic.K2_CopyMaterialInstanceParameters.SourceMaterialToCopyFrom",NewName="Source")
+PropertyRedirects=(OldName="MaterialInstanceDynamic.K2_InterpolateMaterialInstanceParams.MaterialA",NewName="SourceA")
+PropertyRedirects=(OldName="MaterialInstanceDynamic.K2_InterpolateMaterialInstanceParams.MaterialB",NewName="SourceB")
+PropertyRedirects=(OldName="MaterialInstanceDynamic.K2_InterpolateMaterialInstanceParams.MaterialInstanceA",NewName="SourceA")
+PropertyRedirects=(OldName="MaterialInstanceDynamic.K2_InterpolateMaterialInstanceParams.MaterialInstanceB",NewName="SourceB")
+PropertyRedirects=(OldName="AnimNode_Trail.TrailRelaxationCurve",NewName="AnimNode_Trail.TrailRelaxationSpeed")
+PropertyRedirects=(OldName="FormatArgumentData.TextValue",NewName="FormatArgumentData.ArgumentValue")
+PropertyRedirects=(OldName="LandscapeSplineMeshEntry.Offset",NewName="LandscapeSplineMeshEntry.CenterAdjust")
+PropertyRedirects=(OldName="MovieScenePossessable.ParentSpawnableGuid",NewName="MovieScenePossessable.ParentGuid")
+PropertyRedirects=(OldName="MultiLineEditableText.bAutoWrapText",NewName="MultiLineEditableText.AutoWrapText")
+PropertyRedirects=(OldName="MultiLineEditableTextBox.bAutoWrapText",NewName="MultiLineEditableTextBox.AutoWrapText")
+PropertyRedirects=(OldName="AnimNode_SequenceEvaluator.bShouldLoopWhenInSyncGroup",NewName="AnimNode_SequenceEvaluator.bShouldLoop")
+PropertyRedirects=(OldName="PoseSearchDatabase.Weights",NewName="PoseSearchDatabase.DefaultWeights")
+EnumRedirects=(OldName="EControllerHand",NewName="/Script/InputCore.EControllerHand")
+EnumRedirects=(OldName="AnimPhysConstraintType",NewName="/Script/AnimGraphRuntime.AnimPhysAngularConstraintType")
+EnumRedirects=(OldName="AnimPhysAxisType",NewName="/Script/AnimGraphRuntime.AnimPhysLinearConstraintType")
+EnumRedirects=(OldName="EEnvQueryParam",NewName="/Script/AIModule.EAIParamType")
; 4.12
+ClassRedirects=(OldName="CineCameraActor",NewName="/Script/CinematicCamera.CineCameraActor")
+ClassRedirects=(OldName="CineCameraComponent",NewName="/Script/CinematicCamera.CineCameraComponent")
+ClassRedirects=(OldName="MovieSceneShotSection",NewName="/Script/MovieSceneTracks.MovieSceneCameraCutSection")
+ClassRedirects=(OldName="MovieSceneShotTrack",NewName="/Script/MovieSceneTracks.MovieSceneCameraCutTrack")
+FunctionRedirects=(OldName="Actor.SetActorRotation",NewName="Actor.K2_SetActorRotation")
+FunctionRedirects=(OldName="KismetSystemLibrary.SetSupressViewportTransitionMessage",NewName="KismetSystemLibrary.SetSuppressViewportTransitionMessage")
+FunctionRedirects=(OldName="SteamVRFunctionLibrary.GetTrackingSpace",NewName="HeadMountedDisplayFunctionLibrary.GetTrackingOrigin")
+FunctionRedirects=(OldName="SteamVRFunctionLibrary.SetTrackingSpace",NewName="HeadMountedDisplayFunctionLibrary.SetTrackingOrigin")
+PropertyRedirects=(OldName="AudioEQEffect.HFFrequency",NewName="AudioEQEffect.FrequencyCenter2")
+PropertyRedirects=(OldName="AudioEQEffect.HFGain",NewName="AudioEQEffect.Gain2")
+PropertyRedirects=(OldName="AudioEQEffect.LFFrequency",NewName="AudioEQEffect.FrequencyCenter0")
+PropertyRedirects=(OldName="AudioEQEffect.LFGain",NewName="AudioEQEffect.Gain0")
+PropertyRedirects=(OldName="AudioEQEffect.MFBandwidth",NewName="AudioEQEffect.Bandwidth1")
+PropertyRedirects=(OldName="AudioEQEffect.MFCutoffFrequency",NewName="AudioEQEffect.FrequencyCenter1")
+PropertyRedirects=(OldName="AudioEQEffect.MFGain",NewName="AudioEQEffect.Gain1")
+PropertyRedirects=(OldName="BodyInstance.MassInKg",NewName="BodyInstance.MassInKgOverride")
+PropertyRedirects=(OldName="EnvQueryTest.SweetSpotValue",NewName="EnvQueryTest.ReferenceValue")
+PropertyRedirects=(OldName="EnvQueryTest.bDefineSweetSpot",NewName="EnvQueryTest.bDefineReferenceValue")
+PropertyRedirects=(OldName="MovieScene.ShotTrack",NewName="MovieScene.CameraCutTrack")
+PropertyRedirects=(OldName="MovieSceneShotSection.ShotNumber",NewName="MovieSceneShotSection.CameraCutNumber")
; 4.13
+ClassRedirects=(OldName="EdGraphPin",NewName="/Script/Engine.EdGraphPin_Deprecated")
+ClassRedirects=(OldName="HapticFeedbackEffect",NewName="/Script/Engine.HapticFeedbackEffect_Curve")
+ClassRedirects=(OldName="LandscapeProxy",NewName="/Script/Landscape.LandscapeStreamingProxy",InstanceOnly=True)
+StructRedirects=(OldName="HapticFeedbackDetails",NewName="/Script/Engine.HapticFeedbackDetails_Curve")
+StructRedirects=(OldName="AnimNode_SaveCachedPose",NewName="/Script/Engine.AnimNode_SaveCachedPose")
+FunctionRedirects=(OldName="SceneCaptureComponent2D.UpdateContent",NewName="SceneCaptureComponent2D.CaptureScene")
+FunctionRedirects=(OldName="SceneCaptureComponentCube.UpdateContent",NewName="SceneCaptureComponentCube.CaptureScene")
+PropertyRedirects=(OldName="Blueprint.PinWatches",NewName="Blueprint.DeprecatedPinWatches")
+PropertyRedirects=(OldName="Box2D.bIsValid",NewName="Box2D.IsValid")
+PropertyRedirects=(OldName="EdGraphNode.Pins",NewName="EdGraphNode.DeprecatedPins")
+PropertyRedirects=(OldName="PhysicsAsset.Profiles",NewName="PhysicsAsset.PhysicalAnimationProfiles")
+PropertyRedirects=(OldName="PrimitiveComponent.bReceiveCSMFromDynamicObjects",NewName="PrimitiveComponent.bReceiveCombinedCSMAndStaticShadowsFromStationaryLights")
+PropertyRedirects=(OldName="SplineComponent.bAlwaysRenderInEditor",NewName="SplineComponent.bDrawDebug")
+EnumRedirects=(OldName="ENoiseFunction",ValueChanges=(("NOISEFUNCTION_FastGradient","NOISEFUNCTION_GradientTex3D"), ("NOISEFUNCTION_Gradient","NOISEFUNCTION_ValueALU"), ("NOISEFUNCTION_Perlin","NOISEFUNCTION_GradientTex"), ("NOISEFUNCTION_Simplex","NOISEFUNCTION_SimplexTex")) )
+EnumRedirects=(OldName="EPathFollowingResult",ValueChanges=(("EPathFollowingResult::Skipped","EPathFollowingResult::Skipped_DEPRECATED")) )
+EnumRedirects=(OldName="EStereoLayerType",ValueChanges=(("EStereoLayerType::SLT_TorsoLocked","EStereoLayerType::SLT_TrackerLocked")) )
; 4.14
+ClassRedirects=(OldName="AnimGraphNode_OrientationDriver",NewName="/Script/AnimGraph.AnimGraphNode_PoseDriver")
+ClassRedirects=(OldName="K2Node_AIMoveTo",NewName="/Script/AIGraph.K2Node_AIMoveTo")
+StructRedirects=(OldName="AnimNode_OrientationDriver",NewName="/Script/AnimGraphRuntime.AnimNode_PoseDriver")
+FunctionRedirects=(OldName="KismetMathLibrary.GetDirectionVector",NewName="GetDirectionUnitVector")
+PropertyRedirects=(OldName="SCS_Node.VariableName",NewName="SCS_Node.InternalVariableName")
+EnumRedirects=(OldName="ESuggestProjVelocityTraceOption",ValueChanges=(("OnlyTraceWhileAsceding","OnlyTraceWhileAscending")) )
; 4.15
+ClassRedirects=(OldName="BackgroundBlurWidget",NewName="/Script/UMG.BackgroundBlur")
+ClassRedirects=(OldName="MovieSceneVisibilitySection",NewName="/Script/MovieScene.MovieSceneBoolSection")
+ClassRedirects=(OldName="SoundClassGraph",NewName="/Script/AudioEditor.SoundClassGraph")
+ClassRedirects=(OldName="SoundClassGraphNode",NewName="/Script/AudioEditor.SoundClassGraphNode")
+ClassRedirects=(OldName="SoundClassGraphSchema",NewName="/Script/AudioEditor.SoundClassGraphSchema")
+ClassRedirects=(OldName="SoundCueGraph",NewName="/Script/AudioEditor.SoundCueGraph")
+ClassRedirects=(OldName="SoundCueGraphNode",NewName="/Script/AudioEditor.SoundCueGraphNode")
+ClassRedirects=(OldName="SoundCueGraphNode_Base",NewName="/Script/AudioEditor.SoundCueGraphNode_Base")
+ClassRedirects=(OldName="SoundCueGraphNode_Root",NewName="/Script/AudioEditor.SoundCueGraphNode_Root")
+ClassRedirects=(OldName="SoundCueGraphSchema",NewName="/Script/AudioEditor.SoundCueGraphSchema")
+StructRedirects=(OldName="AnimationNode_TwoWayBlend",NewName="/Script/AnimGraphRuntime.AnimNode_TwoWayBlend")
+StructRedirects=(OldName="AttenuationSettings",NewName="/Script/Engine.SoundAttenuationSettings")
+StructRedirects=(OldName="LevelSequencePlaybackSettings",NewName="/Script/MovieScene.MovieSceneSequencePlaybackSettings")
+FunctionRedirects=(OldName="BlueprintGameplayTagLibrary.DoGameplayTagsMatch",NewName="BlueprintGameplayTagLibrary.MatchesTag")
+FunctionRedirects=(OldName="BlueprintGameplayTagLibrary.DoesContainerHaveTag",NewName="BlueprintGameplayTagLibrary.HasTag")
+FunctionRedirects=(OldName="BlueprintGameplayTagLibrary.DoesContainerMatchAllTagsInContainer",NewName="BlueprintGameplayTagLibrary.HasAllTags")
+FunctionRedirects=(OldName="BlueprintGameplayTagLibrary.DoesContainerMatchAnyTagsInContainer",NewName="BlueprintGameplayTagLibrary.HasAnyTags")
+PropertyRedirects=(OldName="BlueprintGameplayTagLibrary.IsGameplayTagValid.TagContainer",NewName="GameplayTag")
+FunctionRedirects=(OldName="BlueprintGameplayTagLibrary.AddGameplayTagToContainer",NewName="BlueprintGameplayTagLibrary.AddGameplayTag")
+PropertyRedirects=(OldName="BlueprintGameplayTagLibrary.AddGameplayTag.InOutTagContainer",NewName="TagContainer")
+FunctionRedirects=(OldName="GameplayStatics.PredictProjectilePath",NewName="GameplayStatics.Blueprint_PredictProjectilePath_ByObjectType")
+FunctionRedirects=(OldName="KismetSystemLibrary.BoxOverlapActors_NEW",NewName="KismetSystemLibrary.BoxOverlapActors")
+FunctionRedirects=(OldName="KismetSystemLibrary.BoxOverlapComponents_NEW",NewName="KismetSystemLibrary.BoxOverlapComponents")
+FunctionRedirects=(OldName="KismetSystemLibrary.CapsuleOverlapActors_NEW",NewName="KismetSystemLibrary.CapsuleOverlapActors")
+FunctionRedirects=(OldName="KismetSystemLibrary.CapsuleOverlapComponents_NEW",NewName="KismetSystemLibrary.CapsuleOverlapComponents")
+FunctionRedirects=(OldName="KismetSystemLibrary.CapsuleTraceMulti_NEW",NewName="KismetSystemLibrary.CapsuleTraceMulti")
+FunctionRedirects=(OldName="KismetSystemLibrary.CapsuleTraceSingle_NEW",NewName="KismetSystemLibrary.CapsuleTraceSingle")
+FunctionRedirects=(OldName="KismetSystemLibrary.ComponentOverlapActors_NEW",NewName="KismetSystemLibrary.ComponentOverlapActors")
+FunctionRedirects=(OldName="KismetSystemLibrary.ComponentOverlapComponents_NEW",NewName="KismetSystemLibrary.ComponentOverlapComponents")
+FunctionRedirects=(OldName="KismetSystemLibrary.LineTraceMulti_NEW",NewName="KismetSystemLibrary.LineTraceMulti")
+FunctionRedirects=(OldName="KismetSystemLibrary.LineTraceSingle_NEW",NewName="KismetSystemLibrary.LineTraceSingle")
+FunctionRedirects=(OldName="KismetSystemLibrary.SphereOverlapActors_NEW",NewName="KismetSystemLibrary.SphereOverlapActors")
+FunctionRedirects=(OldName="KismetSystemLibrary.SphereOverlapComponents_NEW",NewName="KismetSystemLibrary.SphereOverlapComponents")
+FunctionRedirects=(OldName="KismetSystemLibrary.SphereTraceMulti_NEW",NewName="KismetSystemLibrary.SphereTraceMulti")
+FunctionRedirects=(OldName="KismetSystemLibrary.SphereTraceSingle_NEW",NewName="KismetSystemLibrary.SphereTraceSingle")
+PropertyRedirects=(OldName="MediaPlayer.Seek.InTime",NewName="Time")
+PropertyRedirects=(OldName="MediaPlayer.SetLooping.InLooping",NewName="Looping")
+EnumRedirects=(OldName="EFontLoadingPolicy",ValueChanges=(("EFontLoadingPolicy::PreLoad","EFontLoadingPolicy::LazyLoad")) )
+EnumRedirects=(OldName="ESoundDistanceModel",NewName="/Script/Engine.EAttenuationDistanceModel",ValueChanges=(("ATTENUATION_Custom","EAttenuationDistanceModel::Custom"),("ATTENUATION_Inverse","EAttenuationDistanceModel::Inverse"),("ATTENUATION_Linear","EAttenuationDistanceModel::Linear"),("ATTENUATION_LogReverse","EAttenuationDistanceModel::LogReverse"),("ATTENUATION_Logarithmic","EAttenuationDistanceModel::Logarithmic"),("ATTENUATION_NaturalSound","EAttenuationDistanceModel::NaturalSound")) )
; 4.16
; Clothing System Redirects
+StructRedirects=(OldName="ClothingAssetData",NewName="/Script/Engine.ClothingAssetData_Legacy")
+StructRedirects=(OldName="ClothPhysicsProperties",NewName="/Script/Engine.ClothPhysicsProperties_Legacy")
; Renamed MovieSceneObjectBindingPtr to MovieSceneObjectBindingID
+StructRedirects=(OldName="MovieSceneObjectBindingPtr",NewName="/Script/MovieScene.MovieSceneObjectBindingID")
+PropertyRedirects=(OldName="Box2D.IsValid",NewName="bIsValid")
; 4.17
+PropertyRedirects=(OldName="StaticMesh.bRequiresAreaWeightedSampling",NewName="StaticMesh.bSupportUniformlyDistributedSampling")
+PropertyRedirects=(OldName="FPostProcessSettings.BloomConvolutionPreFilter", NewName="FPostProcessSettings.BloomConvolutionPreFilter_DEPRECATED")
+PropertyRedirects=(OldName="FPostProcessSettings.bOverride_BloomConvolutionPreFilter", NewName="FPostProcessSettings.bOverride_BloomConvolutionPreFilter_DEPRECATED")
; 4.18
+ClassRedirects=(OldName="ARBlueprintFunctionLibrary", NewName="/Script/AugmentedReality.ARBlueprintLibrary")
;SpectatorScreen Refactoring Redirects
+ClassRedirects=(OldName="HeadMountedDisplayFunctionLibrary",NewName="/Script/HeadMountedDisplay.HeadMountedDisplayFunctionLibrary")
+EnumRedirects=(OldName="EWidgetClipping",ValueChanges=(("EWidgetClipping::No","EWidgetClipping::Inherit"),("EWidgetClipping::Yes","EWidgetClipping::ClipToBounds"),("EWidgetClipping::YesWithoutIntersecting","EWidgetClipping::ClipToBoundsWithoutIntersecting"),("EWidgetClipping::YesAlways","EWidgetClipping::ClipToBoundsAlways")) )
+EnumRedirects=(OldName="EOrientPositionSelector",NewName="/Script/HeadMountedDisplay.EOrientPositionSelector")
+EnumRedirects=(OldName="EHMDTrackingOrigin",NewName="/Script/HeadMountedDisplay.EHMDTrackingOrigin")
+EnumRedirects=(OldName="ESteamVRTrackingSpace",NewName="/Script/HeadMountedDisplay.EHMDTrackingOrigin")
+EnumRedirects=(OldName="EHMDWornState",NewName="/Script/HeadMountedDisplay.EHMDWornState")
+EnumRedirects=(OldName="ESocialScreenModes",NewName="/Script/HeadMountedDisplay.ESpectatorScreenMode",ValueChanges=(("SystemMirror","ESpectatorScreenMode::SingleEyeCroppedToFill"),("SeparateTest","ESpectatorScreenMode::Undistorted"),("SeparateTexture","ESpectatorScreenMode::Texture"),("SeparateSoftwareMirror","ESpectatorScreenMode::Undistorted")) )
+FunctionRedirects=(OldName="SetSocialScreenMode",NewName="/Script/HeadMountedDisplay.HeadMountedDisplayFunctionLibrary.SetSpectatorScreenMode")
+FunctionRedirects=(OldName="SetSocialScreenTexture",NewName="/Script/HeadMountedDisplay.HeadMountedDisplayFunctionLibrary.SetSpectatorScreenTexture")
+PropertyRedirects=(OldName="Widget.ClipToBounds",NewName="Clipping")
; 4.18
+StructRedirects=(OldName="TargetReference",NewName="/Script/Engine.BoneSocketTarget")
; StringAssetReference->SoftObjectPath/AssetPtr->SoftObjectPtr rename
+StructRedirects=(OldName="StringAssetReference",NewName="/Script/CoreUObject.SoftObjectPath")
+StructRedirects=(OldName="StringClassReference",NewName="/Script/CoreUObject.SoftClassPath")
+ClassRedirects=(OldName="AssetObjectProperty",NewName="/Script/CoreUObject.SoftObjectProperty")
+ClassRedirects=(OldName="AssetClassProperty",NewName="/Script/CoreUObject.SoftClassProperty")
+FunctionRedirects=(OldName="MakeStringAssetReference",NewName="/Script/Engine.KismetSystemLibrary.MakeSoftObjectPath")
+PropertyRedirects=(OldName="MakeSoftObjectPath.AssetLongPathname",NewName="PathString")
+FunctionRedirects=(OldName="SetAssetPropertyByName",NewName="/Script/Engine.KismetSystemLibrary.SetSoftObjectPropertyByName")
+FunctionRedirects=(OldName="SetAssetClassPropertyByName",NewName="/Script/Engine.KismetSystemLibrary.SetSoftClassPropertyByName")
+FunctionRedirects=(OldName="RandomUnitVectorInCone",NewName="/Script/Engine.KismetMathLibrary.RandomUnitVectorInConeInRadians")
+FunctionRedirects=(OldName="RandomUnitVectorInConeWithYawAndPitch",NewName="/Script/Engine.KismetMathLibrary.RandomUnitVectorInEllipticalConeInDegrees")
+PropertyRedirects=(OldName="KismetMathLibrary.RandomUnitVectorInConeInRadians.ConeHalfAngle",NewName="ConeHalfAngleInRadians")
+PropertyRedirects=(OldName="KismetMathLibrary.RandomPointInBoundingBox.Origin",NewName="Center")
+PropertyRedirects=(OldName="KismetMathLibrary.RandomPointInBoundingBox.BoxExtent",NewName="HalfSize")
+PropertyRedirects=(OldName="Widget.Visiblity",NewName="Widget.Visibility")
+PropertyRedirects=(OldName="WidgetBlueprintLibrary.SetInputMode_UIOnlyEx.Target",NewName="PlayerController")
+PropertyRedirects=(OldName="WidgetBlueprintLibrary.SetInputMode_GameAndUIEx.Target",NewName="PlayerController")
+PropertyRedirects=(OldName="WidgetBlueprintLibrary.SetInputMode_GameOnly.Target",NewName="PlayerController")
; Material layers property refactor
+PropertyRedirects=(OldName="FScalarParameterValue.ParameterName", NewName="FScalarParameterValue.ParameterName_DEPRECATED")
+PropertyRedirects=(OldName="FVectorParameterValue.ParameterName", NewName="FVectorParameterValue.ParameterName_DEPRECATED")
+PropertyRedirects=(OldName="FTextureParameterValue.ParameterName", NewName="FTextureParameterValue.ParameterName_DEPRECATED")
+PropertyRedirects=(OldName="FFontParameterValue.ParameterName", NewName="FFontParameterValue.ParameterName_DEPRECATED")
; 4.19
+ClassRedirects=(OldName="/Script/MovieSceneTracks.MovieSceneSubTrack",NewName="/Script/MovieScene.MovieSceneSubTrack")
+ClassRedirects=(OldName="/Script/MovieSceneTracks.MovieSceneSubSection",NewName="/Script/MovieScene.MovieSceneSubSection")
+FunctionRedirects=(OldName="InverseLerp",NewName="/Script/Engine.KismetMathLibrary.NormalizeToRange")
+PropertyRedirects=(OldName="NormalizeToRange.A",NewName="RangeMin")
+PropertyRedirects=(OldName="NormalizeToRange.B",NewName="RangeMax")
+ClassRedirects=(OldName="WebBrowserTexture",NewName="/Script/WebBrowserTexture.WebBrowserTexture")
+PropertyRedirects=(OldName="Widget.Opacity", NewName="Widget.RenderOpacity")
+FunctionRedirects=(OldName="Widget.GetOpacity", NewName="Widget.GetRenderOpacity")
+FunctionRedirects=(OldName="Widget.SetOpacity", NewName="Widget.SetRenderOpacity")
+EnumRedirects=(OldName="ENetDormancy",ValueChanges=(("DORN_MAX","DORM_MAX"))
+PackageRedirects=(OldName="/Script/EditorScriptingUtilitiesEditor", NewName="/Script/AssetScriptingUtilitiesEditor")
+PropertyRedirects=(OldName="PrimitiveComponent.GetOverlappingComponents.InOverlappingComponents",NewName="OutOverlappingComponents")
; 4.20
+ClassRedirects=(OldName="USkeletalMeshReductionSettings",NewName="/Script/Engine.SkeletalMeshLODSettings")
+PropertyRedirects=(OldName="SkeletalMeshLODGroupSettings.OptimizationSettings", NewName="ReductionSettings")
+PropertyRedirects=(OldName="SkeletalMeshLODSettings.Settings", NewName="LODGroups")
+FunctionRedirects=(OldName="/Script/HeadMountedDisplay.HeadMountedDisplayFunctionLibrary.AddDeviceVisualizationComponent",NewName="/Script/HeadMountedDisplay.XRAssetFunctionLibrary.AddDeviceVisualizationComponentBlocking")
+FunctionRedirects=(OldName="/Script/HeadMountedDisplay.HeadMountedDisplayFunctionLibrary.AddNamedDeviceVisualizationComponent",NewName="/Script/HeadMountedDisplay.XRAssetFunctionLibrary.AddNamedDeviceVisualizationComponentBlocking")
+EnumRedirects=(OldName="ESimulationSpace",ValueChanges=(("RootBoneSpace", "BaseBoneSpace")))
+EnumRedirects=(OldName="EColorVisionDeficiency", NewName="/Script/SlateCore.EColorVisionDeficiency", ValueChanges=(("CVD_NormalVision", "NormalVision"), ("CVD_Deuteranomly", "NormalVision"), ("CVD_Deuteranopia", "Deuteranope"), ("CVD_Protanomly", "NormalVision"), ("CVD_Protanopia", "Protanope"), ("CVD_Tritanomaly", "NormalVision"), ("CVD_Tritanopia", "Tritanope"), ("CVD_Achromatopsia", "NormalVision"))
+ClassRedirects=(OldName="NavigationSystem",NewName="/Script/NavigationSystem.NavigationSystemV1")
+ClassRedirects=(OldName="NavMeshBoundsVolume",NewName="/Script/NavigationSystem.NavMeshBoundsVolume")
+ClassRedirects=(OldName="NavArea",NewName="/Script/NavigationSystem.NavArea")
+ClassRedirects=(OldName="NavAreaMeta",NewName="/Script/NavigationSystem.NavAreaMeta")
+ClassRedirects=(OldName="NavArea_Default",NewName="/Script/NavigationSystem.NavArea_Default")
+ClassRedirects=(OldName="NavArea_LowHeight",NewName="/Script/NavigationSystem.NavArea_LowHeight")
+ClassRedirects=(OldName="NavArea_Null",NewName="/Script/NavigationSystem.NavArea_Null")
+ClassRedirects=(OldName="NavArea_Obstacle",NewName="/Script/NavigationSystem.NavArea_Obstacle")
+ClassRedirects=(OldName="NavAreaMeta_SwitchByAgent",NewName="/Script/NavigationSystem.NavAreaMeta_SwitchByAgent")
+ClassRedirects=(OldName="NavigationQueryFilter",NewName="/Script/NavigationSystem.NavigationQueryFilter")
+ClassRedirects=(OldName="NavMeshRenderingComponent",NewName="/Script/NavigationSystem.NavMeshRenderingComponent")
+ClassRedirects=(OldName="RecastNavMesh",NewName="/Script/NavigationSystem.RecastNavMesh")
+ClassRedirects=(OldName="RecastNavMeshDataChunk",NewName="/Script/NavigationSystem.RecastNavMeshDataChunk")
+ClassRedirects=(OldName="AbstractNavData",NewName="/Script/NavigationSystem.AbstractNavData")
+ClassRedirects=(OldName="CrowdManagerBase",NewName="/Script/NavigationSystem.CrowdManagerBase")
+ClassRedirects=(OldName="NavCollision",NewName="/Script/NavigationSystem.NavCollision")
+ClassRedirects=(OldName="NavigationData",NewName="/Script/NavigationSystem.NavigationData")
+ClassRedirects=(OldName="NavigationInvokerComponent",NewName="/Script/NavigationSystem.NavigationInvokerComponent")
+ClassRedirects=(OldName="NavigationPath",NewName="/Script/NavigationSystem.NavigationPath")
+ClassRedirects=(OldName="NavigationTestingActor",NewName="/Script/NavigationSystem.NavigationTestingActor")
+ClassRedirects=(OldName="NavLinkComponent",NewName="/Script/NavigationSystem.NavLinkComponent")
+ClassRedirects=(OldName="NavLinkCustomComponent",NewName="/Script/NavigationSystem.NavLinkCustomComponent")
+ClassRedirects=(OldName="NavLinkRenderingComponent",NewName="/Script/NavigationSystem.NavLinkRenderingComponent")
+ClassRedirects=(OldName="NavLinkTrivial",NewName="/Script/NavigationSystem.NavLinkTrivial")
+ClassRedirects=(OldName="NavModifierComponent",NewName="/Script/NavigationSystem.NavModifierComponent")
+ClassRedirects=(OldName="NavModifierVolume",NewName="/Script/NavigationSystem.NavModifierVolume")
+ClassRedirects=(OldName="NavRelevantComponent",NewName="/Script/NavigationSystem.NavRelevantComponent")
+ClassRedirects=(OldName="RecastFilter_UseDefaultArea",NewName="/Script/NavigationSystem.RecastFilter_UseDefaultArea")
+ClassRedirects=(OldName="NavigationGraph",NewName="/Script/NavigationSystem.NavigationGraph")
+ClassRedirects=(OldName="NavigationGraphNode",NewName="/Script/NavigationSystem.NavigationGraphNode")
+ClassRedirects=(OldName="NavigationGraphNodeComponent",NewName="/Script/NavigationSystem.NavigationGraphNodeComponent")
+ClassRedirects=(OldName="NavigationPathGenerator",NewName="/Script/NavigationSystem.NavigationPathGenerator")
+ClassRedirects=(OldName="NavLinkCustomInterface",NewName="/Script/NavigationSystem.NavLinkCustomInterface")
+ClassRedirects=(OldName="NavLinkHostInterface",NewName="/Script/NavigationSystem.NavLinkHostInterface")
+ClassRedirects=(OldName="NavNodeInterface",NewName="/Script/NavigationSystem.NavNodeInterface")
+ClassRedirects=(OldName="NavLinkProxy",NewName="/Script/AIModule.NavLinkProxy")
+StructRedirects=(OldName="NavigationFilterArea",NewName="/Script/NavigationSystem.NavigationFilterArea")
+StructRedirects=(OldName="NavigationFilterFlags",NewName="/Script/NavigationSystem.NavigationFilterFlags")
+StructRedirects=(OldName="NavGraphEdge",NewName="/Script/NavigationSystem.NavGraphEdge")
+StructRedirects=(OldName="NavGraphNode",NewName="/Script/NavigationSystem.NavGraphNode")
+StructRedirects=(OldName="NavCollisionCylinder",NewName="/Script/NavigationSystem.NavCollisionCylinder")
+StructRedirects=(OldName="NavCollisionBox",NewName="/Script/NavigationSystem.NavCollisionBox")
+StructRedirects=(OldName="SupportedAreaData",NewName="/Script/NavigationSystem.SupportedAreaData")
+FunctionRedirects=(OldName="NavigationSystemV1.SimpleMoveToActor",NewName="AIBlueprintHelperLibrary.SimpleMoveToActor")
+FunctionRedirects=(OldName="NavigationSystemV1.SimpleMoveToLocation",NewName="AIBlueprintHelperLibrary.SimpleMoveToLocation")
+PropertyRedirects=(OldName="UserWidget.bCanEverTick", NewName="bHasScriptImplementedTick")
+PropertyRedirects=(OldName="UserWidget.bCanEverPaint", NewName="bHasScriptImplementedPaint")
+PropertyRedirects=(OldName="MovieScene.FrameResolution",NewName="TickResolution")
+PropertyRedirects=(OldName="MovieScene.PlayRate",NewName="DisplayRate")
+ClassRedirects=(OldName="/Script/MovieSceneCapture.AutomatedLevelSequenceCapture", NewName="/Script/MovieSceneTools.AutomatedLevelSequenceCapture")
+PackageRedirects=(OldName="/Script/AssetScriptingUtilitiesEditor", NewName="/Script/EditorScriptingUtilities")
+ClassRedirects=(OldName="/Script/AssetScriptingUtilities.StaticMeshUtilitiesLibrary", NewName="/Script/EditorScriptingUtilities.EditorStaticMeshLibrary")
+ClassRedirects=(OldName="/Script/AssetScriptingUtilities.SkeletalMeshUtilitiesLibrary", NewName="/Script/EditorScriptingUtilities.EditorSkeletalMeshLibrary")
+FunctionRedirects=(OldName="StaticMeshUtilitiesLibrary.GetLODScreenSizes",NewName="EditorStaticMeshLibrary.GetLodScreenSizes")
+ClassRedirects=(OldName="AppleARKitFaceMeshComponent",NewName="/Script/AppleARKitFaceSupport.AppleARKitFaceMeshComponent")
+StructRedirects=(OldName="FrameNumber",NewName="/Script/CoreUObject.FrameNumber")
+StructRedirects=(OldName="FrameRate",NewName="/Script/CoreUObject.FrameRate")
+StructRedirects=(OldName="FrameTime",NewName="/Script/CoreUObject.FrameTime")
+StructRedirects=(OldName="QualifiedFrameTime",NewName="/Script/CoreUObject.QualifiedFrameTime")
+StructRedirects=(OldName="Timecode",NewName="/Script/CoreUObject.Timecode")
; 4.21
+EnumRedirects=(OldName="EMeshComponentUpdateFlag",NewName="/Script/Engine.EVisibilityBasedAnimTickOption")
+PropertyRedirects=(OldName="SkinnedMeshComponent.MeshComponentUpdateFlag", NewName="VisibilityBasedAnimTickOption")
+ClassRedirects=(OldName="LevelStreamingKismet",NewName="/Script/Engine.LevelStreamingDynamic")
; Move immediate mode anim nodes into engine as we now rely on it there
+PackageRedirects=(OldName="/Script/ImmediatePhysicsEditor", NewName="/Script/AnimGraph")
+PackageRedirects=(OldName="/Script/ImmediatePhysics", NewName="/Script/AnimGraphRuntime")
+ClassRedirects=(OldName="/Script/ImmediatePhysicsEditor.AnimGraphNode_RigidBody",NewName="/Script/AnimGraph.AnimGraphNode_RigidBody")
+ClassRedirects=(OldName="AnimGraphNode_Ragdoll",NewName="/Script/AnimGraph.AnimGraphNode_RigidBody")
+StructRedirects=(OldName="/Script/ImmediatePhysics.AnimNode_RigidBody",NewName="/Script/AnimGraphRuntime.AnimNode_RigidBody")
+StructRedirects=(OldName="AnimNode_Ragdoll",NewName="/Script/AnimGraphRuntime.AnimNode_RigidBody")
; 4.21
+EnumRedirects=(OldName="/Script/Engine.ESceneTextureId",ValueChanges=(("PPI_ShadingModel","PPI_ShadingModelColor"),("PPI_LightingModel","PPI_ShadingModelColor")))
+FunctionRedirects=(OldName="NavigationSystemV1.SimpleMoveToLocation",NewName="AIBlueprintHelperLibrary.SimpleMoveToLocation")
; LevelSequenceDirectorBlueprint removal
+ClassRedirects=(OldName="LevelSequenceDirectorBlueprint",NewName="/Script/LevelSequence.LegacyLevelSequenceDirectorBlueprint")
+ClassRedirects=(OldName="LevelSequenceDirectorGeneratedClass",NewName="/Script/Engine.BlueprintGeneratedClass")
; 4.22
+FunctionRedirects=(OldName="UserWidget.PlayAnimationTo",NewName="UserWidget.PlayAnimationTimeRange")
+FunctionRedirects=(OldName="UserWidget.PlayAnimationAtTime",NewName="UserWidget.PlayAnimation")
+FunctionRedirects=(OldName="AddChildWrapBox", NewName="AddChildToWrapBox")
+PropertyRedirects=(OldName="GameplayStatics.CreatePlayer.bSpawnPawn",NewName="bSpawnPlayerController")
; 4.23
+FunctionRedirects=(OldName="SkeletalMeshComponent.SetAnimInstanceClass",NewName="SkeletalMeshComponent.SetAnimClass")
+FunctionRedirects=(OldName="SkeletalMeshComponent.K2_SetAnimInstanceClass",NewName="SkeletalMeshComponent.SetAnimClass")
; Chaos
+ClassRedirects=(OldName="/Script/GeometryCollectionCore.GeometryCollection",NewName="/Script/GeometryCollectionEngine.GeometryCollection")
+ClassRedirects=(OldName="/Script/GeometryCollectionCore.GeometryCollectionCache",NewName="/Script/GeometryCollectionEngine.GeometryCollectionCache")
+FunctionRedirects=(OldName="Controller.OnPossess",NewName="Controller.ReceivePossess")
+FunctionRedirects=(OldName="Controller.OnUnPossess",NewName="Controller.ReceiveUnPossess")
+FunctionRedirects=(OldName="PlayerController.ClientPlayForceFeedback",NewName="PlayerController.K2_ClientPlayForceFeedback")
; 4.23
+FunctionRedirects=(OldName="SkeletalMeshComponent.SetAnimInstanceClass",NewName="SkeletalMeshComponent.SetAnimClass")
+FunctionRedirects=(OldName="SkeletalMeshComponent.K2_SetAnimInstanceClass",NewName="SkeletalMeshComponent.SetAnimClass")
+FunctionRedirects=(OldName="EditorUtilityWidget.OnDefaultActionClicked",NewName="EditorUtilityWidget.Run")
+FunctionRedirects=(OldName="SkeletalMeshComponent.GetSubInstanceByName",NewName="KismetSystemLibrary.GetSubInstanceByTag")
+StructRedirects=(OldName="/Script/AnimGraphRuntime.AnimNode_Root",NewName="/Script/Engine.AnimNode_Root")
+FunctionRedirects=(OldName="Widget.SetRenderAngle", NewName="Widget.SetRenderTransformAngle")
+ClassRedirects=(OldName="/Script/CoreUObject.MulticastDelegateProperty",NewName="/Script/CoreUObject.MulticastInlineDelegateProperty")
+ClassRedirects=(OldName="EditorAutomationActor",NewName="/Script/Blutility.EditorUtilityActor")
+ClassRedirects=(OldName="EditorAutomationActorComponent",NewName="/Script/Blutility.EditorUtilityActorComponent")
+ClassRedirects=(OldName="EditorAutomationObject",NewName="/Script/Blutility.EditorUtilityObject")
+ClassRedirects=(OldName="LandscapeBlueprintCustomBrush",NewName="/Script/LandscapeEditorUtilities.LandscapeBlueprintBrush")
+PropertyRedirects=(OldName="LandscapeLayerBrush.BPCustomBrush",NewName="LandscapeLayerBrush.BlueprintBrush")
+PropertyRedirects=(OldName="StructVariableDescription.bDontEditoOnInstance",NewName="bDontEditOnInstance")
+PropertyRedirects=(OldName="KismetMathLibrary.DegAtan2.A",NewName="Y")
+PropertyRedirects=(OldName="KismetMathLibrary.DegAtan2.B",NewName="X")
+PropertyRedirects=(OldName="KismetMathLibrary.Atan2.A",NewName="Y")
+PropertyRedirects=(OldName="KismetMathLibrary.Atan2.B",NewName="X")
; These aren't fully "clean" redirects, but the previous setup was broken and the necessary fix cannot be redirected to cleanly in all cases
; - If calling these on "self" in a BP where the self implements IUserListEntry, the redirect works cleanly
; - If calling these on an external object (rare), the redirect wi//UE4/Release-4.26/Engine/Plugins/VirtualProduction/VCamCore/Contentll point users to the new function to use, but the nodes will need manual fixup
+FunctionRedirects=(OldName="NativeUserListEntry.IsListItemSelected", NewName="UserListEntryLibrary.IsListItemSelected")
+FunctionRedirects=(OldName="NativeUserListEntry.IsListItemExpanded", NewName="UserListEntryLibrary.IsListItemExpanded")
+FunctionRedirects=(OldName="NativeUserListEntry.GetOwningListView", NewName="UserListEntryLibrary.GetOwningListView")
+FunctionRedirects=(OldName="UserObjectListEntry.GetListItemObject", NewName="UserObjectListEntryLibrary.GetListItemObject")
; 4.24
+PropertyRedirects=(OldName="NavDataConfig.NavigationDataClassName", NewName="NavDataConfig.NavDataClass")
+FunctionRedirects=(OldName="Actor.GetComponentsByClass", NewName="Actor.K2_GetComponentsByClass")
; Rename ClothingSystemRuntime to ClothingSystemRuntimeNv, base functionality moved to ClothingSystemRuntimeInterface.
+PackageRedirects=(OldName="/Script/ClothingSystemRuntime",NewName="/Script/ClothingSystemRuntimeNv")
+ClassRedirects=(OldName="/Script/ClothingSystemRuntime.ClothingSimulationFactoryNv",NewName="/Script/ClothingSystemRuntimeNv.ClothingSimulationFactoryNv")
+ClassRedirects=(OldName="/Script/ClothingSystemRuntime.ClothingSimulationInteractorNv",NewName="/Script/ClothingSystemRuntimeNv.ClothingSimulationInteractorNv")
+FunctionRedirects=(OldName="ClothingSystemRuntime.ClothingSimulationInteractorNv.SetAnimDriveSpringStiffness",NewName="ClothingSystemRuntimeNv.ClothingSimulationInteractorNv.SetAnimDriveSpringStiffness")
+FunctionRedirects=(OldName="ClothingSystemRuntime.ClothingSimulationInteractorNv.SetAnimDriveDamperStiffness",NewName="ClothingSystemRuntimeNv.ClothingSimulationInteractorNv.SetAnimDriveDamperStiffness")
+FunctionRedirects=(OldName="ClothingSystemRuntime.ClothingSimulationInteractorNv.EnableGravityOverride",NewName="ClothingSystemRuntimeNv.ClothingSimulationInteractorNv.EnableGravityOverride")
+FunctionRedirects=(OldName="ClothingSystemRuntime.ClothingSimulationInteractorNv.DisableGravityOverride",NewName="ClothingSystemRuntimeNv.ClothingSimulationInteractorNv.DisableGravityOverride")
; Redirect legacy ClothingSystemRuntime components to ClothingSystemRuntimeCommon
+ClassRedirects=(OldName="ClothingAsset",NewName="/Script/ClothingSystemRuntimeCommon.ClothingAssetCommon")
+StructRedirects=(OldName="ClothLODData",NewName="/Script/ClothingSystemRuntimeCommon.ClothLODDataCommon")
+StructRedirects=(OldName="ClothConfig",NewName="/Script/ClothingSystemRuntimeCommon.ClothConfig_Legacy")
+StructRedirects=(OldName="ClothParameterMask_PhysMesh",NewName="/Script/ClothingSystemRuntimeCommon.ClothParameterMask_Legacy")
+StructRedirects=(OldName="ClothConstraintSetup",NewName="/Script/ClothingSystemRuntimeCommon.ClothConstraintSetup_Legacy")
+EnumRedirects=(OldName="EClothingWindMethod",NewName="/Script/ClothingSystemRuntimeCommon.EClothingWindMethod_Legacy")
; Redirect common ClothingSystemRuntimeNv components to ClothingSystemRuntimeCommon
+ClassRedirects=(OldName="/Script/ClothingSystemRuntimeNv.ClothingAssetNv",NewName="/Script/ClothingSystemRuntimeCommon.ClothingAssetCommon")
+ClassRedirects=(OldName="/Script/ClothingSystemRuntimeNv.ClothLODDataNv",NewName="/Script/ClothingSystemRuntimeCommon.ClothLODDataCommon_Legacy")
+EnumRedirects=(OldName="MaskTarget_PhysMesh",NewName="/Script/ClothingSystemRuntimeCommon.EWeightMapTargetCommon",ValueChanges=(("MaskTarget_PhysMesh::MaxDistance","EWeightMapTargetCommon::MaxDistance"),("MaskTarget_PhysMesh::BackstopDistance","EWeightMapTargetCommon::BackstopDistance"),("MaskTarget_PhysMesh::BackstopRadius","EWeightMapTargetCommon::BackstopRadius"),("MaskTarget_PhysMesh::AnimDriveMultiplier","EWeightMapTargetCommon::AnimDriveStiffness")))
; Deprecate the ClothLODDataCommon UObject class that was causing all sort of PostLoad issues
+ClassRedirects=(OldName="/Script/ClothingSystemRuntimeCommon.ClothLODDataCommon",NewName="/Script/ClothingSystemRuntimeCommon.ClothLODDataCommon_Legacy")
; Deprecate the ClothPhysicalMeshDataNv class, but keep it around as a legacy class for clothing asset backward compatibility
+ClassRedirects=(OldName="/Script/ClothingSystemRuntimeInterface.ClothPhysicalMeshDataBase",NewName="/Script/ClothingSystemRuntimeInterface.ClothPhysicalMeshDataBase_Legacy")
+ClassRedirects=(OldName="/Script/ClothingSystemRuntimeNv.ClothPhysicalMeshDataNv",NewName="/Script/ClothingSystemRuntimeNv.ClothPhysicalMeshDataNv_Legacy")
; Rename the mask targets to match the parameter names
+EnumRedirects=(OldName="/Script/ClothingSystemRuntimeCommon.EWeightMapTargetCommon",ValueChanges=(("EWeightMapTargetCommon::AnimDriveMultiplier","EWeightMapTargetCommon::AnimDriveStiffness")))
+EnumRedirects=(OldName="EChaosWeightMapTarget",ValueChanges=(("EChaosWeightMapTarget::AnimDriveMultiplier","EChaosWeightMapTarget::AnimDriveStiffness")))
+FunctionRedirects=(OldName="SkeletalMeshComponent.GetSubInstanceByTag",NewName="SkeletalMeshComponent.GetLinkedAnimGraphInstanceByTag")
+FunctionRedirects=(OldName="SkeletalMeshComponent.GetSubInstancesByTag",NewName="SkeletalMeshComponent.GetLinkedAnimGraphInstancesByTag")
+PropertyRedirects=(OldName="SkeletalMeshComponent.GetLinkedAnimGraphInstancesByTag.OutSubInstances",NewName="OutLinkedInstances")
+FunctionRedirects=(OldName="SkeletalMeshComponent.SetSubInstanceClassByTag",NewName="SkeletalMeshComponent.LinkAnimGraphByTag")
+FunctionRedirects=(OldName="SkeletalMeshComponent.SetLayerOverlay",NewName="SkeletalMeshComponent.LinkAnimClassLayers")
+FunctionRedirects=(OldName="SkeletalMeshComponent.ClearLayerOverlay",NewName="SkeletalMeshComponent.UnlinkAnimClassLayers")
+FunctionRedirects=(OldName="SkeletalMeshComponent.GetLayerSubInstanceByGroup",NewName="SkeletalMeshComponent.GetLinkedAnimLayerInstanceByGroup")
+FunctionRedirects=(OldName="SkeletalMeshComponent.GetLayerSubInstanceByClass",NewName="SkeletalMeshComponent.GetLinkedAnimLayerInstanceByClass")
+FunctionRedirects=(OldName="AnimInstance.GetSubInstanceByTag",NewName="AnimInstance.GetLinkedAnimGraphInstanceByTag")
+FunctionRedirects=(OldName="AnimInstance.GetSubInstancesByTag",NewName="AnimInstance.GetLinkedAnimGraphInstancesByTag")
+PropertyRedirects=(OldName="AnimInstance.GetLinkedAnimGraphInstancesByTag.OutSubInstances",NewName="OutLinkedInstances")
+FunctionRedirects=(OldName="AnimInstance.SetSubInstanceClassByTag",NewName="AnimInstance.LinkAnimGraphByTag")
+FunctionRedirects=(OldName="AnimInstance.SetLayerOverlay",NewName="AnimInstance.LinkAnimClassLayers")
+FunctionRedirects=(OldName="AnimInstance.ClearLayerOverlay",NewName="AnimInstance.UnlinkAnimClassLayers")
+FunctionRedirects=(OldName="AnimInstance.GetLayerSubInstanceByGroup",NewName="AnimInstance.GetLinkedAnimLayerInstanceByGroup")
+FunctionRedirects=(OldName="AnimInstance.GetLayerSubInstanceByClass",NewName="AnimInstance.GetLinkedAnimLayerInstanceByClass")
+StructRedirects=(OldName="AnimNode_SubInstance",NewName="/Script/Engine.AnimNode_LinkedAnimGraph")
+StructRedirects=(OldName="AnimNode_SubInput",NewName="/Script/Engine.AnimNode_LinkedInputPose")
+StructRedirects=(OldName="AnimNode_Layer",NewName="/Script/Engine.AnimNode_LinkedAnimLayer")
+ClassRedirects=(OldName="/Script/AnimGraph.AnimGraphNode_SubInstanceBase",NewName="/Script/AnimGraph.AnimGraphNode_LinkedAnimGraphBase")
+ClassRedirects=(OldName="/Script/AnimGraph.AnimGraphNode_SubInstance",NewName="/Script/AnimGraph.AnimGraphNode_LinkedAnimGraph")
+ClassRedirects=(OldName="/Script/AnimGraph.AnimGraphNode_SubInput",NewName="/Script/AnimGraph.AnimGraphNode_LinkedInputPose")
+ClassRedirects=(OldName="/Script/AnimGraph.AnimGraphNode_Layer",NewName="/Script/AnimGraph.AnimGraphNode_LinkedAnimLayer")
+PropertyRedirects=(OldName="PersonaPreviewSceneDescription.SubInstanceTag",NewName="LinkedAnimGraphTag")
+EnumRedirects=(OldName="/Script/Engine.EPreviewAnimationBlueprintApplicationMethod",NewName="/Script/Engine.EPreviewAnimationBlueprintApplicationMethod",ValueChanges=(("OverlayLayer", "LinkedLayers"), ("SubInstance", "LinkedAnimGraph"))
+PropertyRedirects=(OldName="AnimClassData.SubInstanceNodeProperties",NewName="LinkedAnimGraphNodeProperties")
+PropertyRedirects=(OldName="AnimClassData.LayerNodeProperties",NewName="LinkedAnimLayerNodeProperties")
+ClassRedirects=(OldName="/Script/MeshEditingToolset.BaseBrushTool",NewName="/Script/InteractiveToolsFramework.BaseBrushTool")
+ClassRedirects=(OldName="/Script/MeshEditingToolset.BrushBaseProperties",NewName="/Script/InteractiveToolsFramework.BrushBaseProperties")
; 4.25
+EnumRedirects=(OldName="ECurveBlendOption",ValueChanges=(("ECurveBlendOption::MaxWeight", "ECurveBlendOption::Override"))
+ClassRedirects=(OldName="/Script/OnlineBlueprintSupport.K2Node_LatentOnlineCall", NewName="/Script/BlueprintGraph.K2Node_AsyncAction")
+ClassRedirects=(OldName="/Script/Kismet.K2Node_AsyncAction", NewName="/Script/BlueprintGraph.K2Node_AsyncAction")
;4.26
+ClassRedirects=(OldName="MovieSceneSpawnTrack",NewName="/Script/MovieScene.MovieSceneSpawnTrack")
+ClassRedirects=(OldName="MovieSceneSpawnSection",NewName="/Script/MovieScene.MovieSceneSpawnSection")
+ClassRedirects=(OldName="MovieSceneBoolSection",NewName="/Script/MovieScene.MovieSceneBoolSection")
+ClassRedirects=(OldName="PhysicalMaterialPropertyBase",NewName="/Script/PhysicsCore.PhysicalMaterialPropertyBase")
+ClassRedirects=(OldName="PhysicalMaterial",NewName="/Script/PhysicsCore.PhysicalMaterial")
+ClassRedirects=(OldName="ChaosPhysicalMaterial",NewName="/Script/PhysicsCore.ChaosPhysicalMaterial")
+ClassRedirects=(OldName="SubmixEffectReverbFastPreset",NewName="/Script/AudioMixer.SubmixEffectReverbPreset")
+EnumRedirects=(OldName="EPhysicalSurface",NewName="/Script/PhysicsCore.EPhysicalSurface")
+EnumRedirects=(OldName="ECollisionTraceFlag",NewName="/Script/PhysicsCore.ECollisionTraceFlag")
+EnumRedirects=(OldName="EPhysicsType",NewName="/Script/PhysicsCore.EPhysicsType",ValueChanges=(("PhysType_Fixed", "PhysType_Kinematic"), ("PhysType_Unfixed", "PhysType_Simulated")))
+EnumRedirects=(OldName="EBodyCollisionResponse",NewName="/Script/PhysicsCore.EBodyCollisionResponse")
+EnumRedirects=(OldName="EFrictionCombineMode",NewName="/Script/PhysicsCore.EFrictionCombineMode")
+EnumRedirects=(OldName="ELinearConstraintMotion",NewName="/Script/PhysicsCore.ELinearConstraintMotion")
+EnumRedirects=(OldName="ERadialImpulseFalloff",NewName="/Script/PhysicsCore.ERadialImpulseFalloff")
+EnumRedirects=(OldName="ESleepFamily",NewName="/Script/PhysicsCore.ESleepFamily")
+EnumRedirects=(OldName="EAngularConstraintMotion",NewName="/Script/PhysicsCore.EAngularConstraintMotion")
+EnumRedirects=(OldName="EConstraintFrame",NewName="/Script/PhysicsCore.EConstraintFrame")
+StructRedirects=(OldName="/Script/AssetRegistry.ARFilter",NewName="/Script/CoreUObject.ARFilter")
+StructRedirects=(OldName="/Script/AssetRegistry.AssetBundleData",NewName="/Script/CoreUObject.AssetBundleData")
+StructRedirects=(OldName="/Script/AssetRegistry.AssetBundleEntry",NewName="/Script/CoreUObject.AssetBundleEntry")
+StructRedirects=(OldName="/Script/AssetRegistry.AssetData",NewName="/Script/CoreUObject.AssetData")
+StructRedirects=(OldName="SubmixEffectReverbFastSettings",NewName="/Script/AudioMixer.SubmixEffectReverbSettings")
+FunctionRedirects=(OldName="KismetInputLibrary.Key_IsFloatAxis",NewName="KismetInputLibrary.Key_IsAxis1D")
+FunctionRedirects=(OldName="KismetMathLibrary.Conv_VectorToQuaterion",NewName="KismetMathLibrary.Conv_VectorToQuaternion")
+FunctionRedirects=(OldName="KismetMathLibrary.Conv_Vector4ToQuaterion",NewName="KismetMathLibrary.Conv_Vector4ToQuaternion")
; HololensAR refactoring
+FunctionRedirects=(OldName="PinComponentToARPin",NewName="/Script/AugmentedReality.ARBlueprintLibrary.PinComponentToARPin")
+FunctionRedirects=(OldName="IsWMRAnchorStoreReady",NewName="/Script/AugmentedReality.ARBlueprintLibrary.IsARPinLocalStoreReady")
+FunctionRedirects=(OldName="RemoveAllARPinsFromWMRAnchorStore",NewName="/Script/AugmentedReality.ARBlueprintLibrary.RemoveAllARPinsFromLocalStore")
+FunctionRedirects=(OldName="AzureSpatialAnchorsLibrary.CreateCloudAnchor",NewName="AzureSpatialAnchorsLibrary.ConstructCloudAnchor")
+PackageRedirects=(OldName="/Script/FieldSystemCore",NewName="/Script/Chaos")
+PackageRedirects=(OldName="/Script/GeometryCollectionSimulationCore",NewName="/Script/Chaos")
; VirtualCamera deprecation and cleanup
+ClassRedirects=(OldName="/VirtualCamera/VirtualCameraGameMode.VirtualCameraGameMode",NewName="/VirtualCamera/Deprecated/Deprecated_VirtualCameraGameMode.Deprecated_VirtualCameraGameMode")
+ClassRedirects=(OldName="/VirtualCamera/VirtualCameraPawn.VirtualCameraPawn",NewName="/VirtualCamera/Deprecated/Deprecated_VirtualCameraPawn.Deprecated_VirtualCameraPawn")
+ClassRedirects=(OldName="/VirtualCamera/VirtualCameraPlayerController.VirtualCameraPlayerController",NewName="/VirtualCamera/Deprecated/Deprecated_VirtualCameraPlayerController.Deprecated_VirtualCameraPlayerController")
+ClassRedirects=(OldName="/VirtualCamera/Widgets/VirtualCameraJoysticks.VirtualCameraJoysticks",NewName="/VirtualCamera/Deprecated/Widgets/Deprecated_VirtualCameraJoysticks.Deprecated_VirtualCameraJoysticks")
+PackageRedirects=(OldName="/VirtualCamera/Widgets/SequenceButton",NewName="/VirtualCamera/Deprecated/Widgets/SequenceButton")
+PackageRedirects=(OldName="/VirtualCamera/Widgets/SequenceMenu",NewName="/VirtualCamera/Deprecated/Widgets/SequenceMenu")
+PackageRedirects=(OldName="/VirtualCamera/Widgets/SequenceMenu",NewName="/VirtualCamera/Deprecated/Widgets/SequenceMenu")
+PackageRedirects=(OldName="/VirtualCamera/Textures/VPLeftJoystick",NewName="/VirtualCamera/Deprecated/Textures/VPLeftJoystick")
+PackageRedirects=(OldName="/VirtualCamera/Textures/VPLeftJoystickBG",NewName="/VirtualCamera/Deprecated/Textures/VPLeftJoystickBG")
+PackageRedirects=(OldName="/VirtualCamera/Textures/VPRightJoystick",NewName="/VirtualCamera/Deprecated/Textures/VPRightJoystick")
+PackageRedirects=(OldName="/VirtualCamera/Textures/VPRightJoystickBG",NewName="/VirtualCamera/Deprecated/Textures/VPRightJoystickBG")
+PackageRedirects=(OldName="/VCamCore/Assets/VCam_EmptyVisibleUMG",NewName="/VirtualCamera/VCamCore/Assets/VCam_EmptyVisibleUMG")
+PackageRedirects=(OldName="/Game/VirtualCamera/Blueprints/Modifiers/SinModifier", NewName="/VirtualCamera/VCamCore/Blueprints/Modifiers/SinModifier")
+PackageRedirects=(OldName="/Game/VirtualCamera/Blueprints/Modifiers/FollowModifier", NewName="/VirtualCamera/VCamCore/Blueprints/Modifiers/FollowModifier")
+PackageRedirects=(OldName="/Game/VirtualCamera/Blueprints/Modifiers/GamepadModifier", NewName="/VirtualCamera/VCamCore/Blueprints/Modifiers/GamepadModifier")
+PackageRedirects=(OldName="/Game/VirtualCamera/Blueprints/TestAJA", NewName="/VirtualCamera/VCamCore/Blueprints/TestAJA")
+PackageRedirects=(OldName="/Game/VirtualCamera/Assets/TestComposureMaterial_AOverB", NewName="/VirtualCamera/VCamCore/Assets/TestComposureMaterial_AOverB")
+PackageRedirects=(OldName="/Game/VirtualCamera/Assets/TestComposureRenderTargetOutput", NewName="/VirtualCamera/VCamCore/Assets/TestComposureRenderTargetOutput")
+PackageRedirects=(OldName="/Game/VirtualCamera/Assets/VCamSample_AOverBComposureMaterial", NewName="/VirtualCamera/VCamCore/Assets/VCamSample_AOverBComposureMaterial")
+PackageRedirects=(OldName="/Game/VirtualCamera/Assets/VCamSample_ComposureRenderTargetOutput", NewName="/VirtualCamera/VCamCore/Assets/VCamSample_ComposureRenderTargetOutput")
;4.27
+EnumRedirects=(OldName="EOscillatorWaveform",NewName="/Script/GameplayCameras.EOscillatorWaveform")
+EnumRedirects=(OldName="EInitialOscillatorOffset",NewName="/Script/GameplayCameras.EInitialOscillatorOffset")
; Note: the following three redirects may break blueprints because BreakStruct and MakeStruct nodes don't support redirectors.
+StructRedirects=(OldName="FOscillator",NewName="/Script/GameplayCameras.FOscillator")
+StructRedirects=(OldName="ROscillator",NewName="/Script/GameplayCameras.ROscillator")
+StructRedirects=(OldName="VOscillator",NewName="/Script/GameplayCameras.VOscillator")
+EnumRedirects=(OldName="ECameraAnimPlaySpace",NewName="/Script/Engine.ECameraShakePlaySpace")
+FunctionRedirects=(OldName="PlayerController.ClientPlayCameraShake",NewName="ClientStartCameraShake")
+FunctionRedirects=(OldName="PlayerController.ClientPlayCameraShakeFromSource",NewName="ClientStartCameraShakeFromSource")
; Note: the following four redirects may break blueprints who use the return value (which has changed to the new base shake class).
+FunctionRedirects=(OldName="PlayerCameraManager.PlayCameraShake",NewName="StartCameraShake")
+FunctionRedirects=(OldName="PlayerCameraManager.PlayCameraShakeFromSource",NewName="StartCameraShakeFromSource")
+FunctionRedirects=(OldName="PlayerCameraManager.StartMatineeCameraShake",NewName="StartCameraShake")
+FunctionRedirects=(OldName="PlayerCameraManager.StartMatineeCameraShakeFromSource",NewName="StartCameraShakeFromSource")
+FunctionRedirects=(OldName="CameraShakeSourceComponent.Play",NewName="Start")
+FunctionRedirects=(OldName="CameraShakeSourceComponent.PlayCameraShake",NewName="StartCameraShake")
+PropertyRedirects=(OldName="CameraShakeSourceComponent.bAutoPlay",NewName="bAutoStart")
+PropertyRedirects=(OldName="FieldSystemComponent.IsChaosField",NewName="bIsChaosField")
+PropertyRedirects=(OldName="FieldSystemComponent.IsGlobalField",NewName="bIsWorldField")
+EnumRedirects=(OldName="TextureCompressionSettings",ValueChanges=(("TC_ReflectionCapture","TC_EncodedReflectionCapture")))
+EnumRedirects=(OldName="EEnvQueryTrace",ValueChanges=(("Geometry","GeometryByChannel")))
+EnumRedirects=(OldName="/Script/Engine.ENetworkFailure",NewName="/Script/NetCore.ENetworkFailure")
+ClassRedirects=(OldName="WaterMeshActor",NewName="/Script/Water.WaterZone")
;5.0
+StructRedirects=(OldName="/Script/ControlRig.RigUnit_SpringInterpQuaternion",NewName="/Script/ControlRig.RigUnit_SpringInterpQuaternionV2")
+ClassRedirects=(OldName="RigVMStructNode",NewName="/Script/RigVMDeveloper.RigVMUnitNode")
+EnumRedirects=(OldName="/Script/Slate.ETextTransformPolicy", NewName="/Script/SlateCore.ETextTransformPolicy")
+PropertyRedirects=(OldName="BlendProfile.BlendProfileMode", NewName="Mode")
+PropertyRedirects=(OldName="RigVMInjectionInfo.StructNode", NewName="UnitNode")
+ClassRedirects=(OldName="/Script/UnrealEd.ProjectPackagingSettings", NewName="/Script/DeveloperToolSettings.ProjectPackagingSettings")
+ClassRedirects=(OldName="/Script/UnrealEd.CookerSettings", NewName="/Script/DeveloperToolSettings.CookerSettings")
+ClassRedirects=(OldName="/Script/MeshDescription.MeshDescriptionBulkDataWrapper",NewName="/Script/Engine.StaticMeshDescriptionBulkData")
+StructRedirects=(OldName="/Script/Engine.FilePath",NewName="/Script/CoreUObject.FilePath")
+StructRedirects=(OldName="/Script/Engine.DirectoryPath",NewName="/Script/CoreUObject.DirectoryPath")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetNumFrames.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetNumKeys.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetAnimationTrackNames.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetRawTrackPositionData.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetRawTrackRotationData.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetRawTrackScaleData.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetRawTrackData.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.IsValidRawAnimationTrackName.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetAnimationNotifyEvents.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetAnimationNotifyEventNames.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.AddAnimationNotifyEvent.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.AddAnimationNotifyStateEvent.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.AddAnimationNotifyEventObject.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.AddAnimationNotifyStateEventObject.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.RemoveAnimationNotifyEventsByName.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.RemoveAnimationNotifyEventsByTrack.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.ReplaceAnimNotifyStates.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.ReplaceAnimNotifies.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.CopyAnimNotifiesFromSequence.SrcAnimSequence",NewName="SourceAnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.CopyAnimNotifiesFromSequence.DestAnimSequence",NewName="DestinationAnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetAnimationNotifyTrackNames.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.AddAnimationNotifyTrack.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.RemoveAnimationNotifyTrack.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.RemoveAllAnimationNotifyTracks.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.IsValidAnimNotifyTrackName.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetAnimationNotifyEventsForTrack.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.AddMetaData.AnimationSequence",NewName="AnimationAsset")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.AddMetaDataObject.AnimationSequence",NewName="AnimationAsset")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.RemoveAllMetaData.AnimationSequence",NewName="AnimationAsset")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.RemoveMetaData.AnimationSequence",NewName="AnimationAsset")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.RemoveMetaDataOfClass.AnimationSequence",NewName="AnimationAsset")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetMetaData.AnimationSequence",NewName="AnimationAsset")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetMetaDataOfClass.AnimationSequence",NewName="AnimationAsset")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.ContainsMetaDataOfClass.AnimationSequence",NewName="AnimationAsset")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetBonePoseForTime.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetBonePoseForFrame.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetBonePosesForTime.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetBonePosesForFrame.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetSequenceLength.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetRateScale.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.SetRateScale.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetFrameAtTime.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.GetTimeAtFrame.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.IsValidTime.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AnimationBlueprintLibrary.FindBonePathToRoot.AnimationSequence",NewName="AnimationSequenceBase")
+PropertyRedirects=(OldName="AssetRegistry.ScanPathsSynchronous.bIgnoreBlackListScanFilters",NewName="bIgnoreDenyListScanFilters")
+PropertyRedirects=(OldName="LandscapeComponent.LayerWhitelist", NewName="LayerAllowList")
+EnumRedirects=(OldName="ELandscapeLayerPaintingRestriction",ValueChanges=(("UseComponentWhitelist","UseComponentAllowList")) )
+PropertyRedirects=(OldName="DataLayer.bIsDynamicallyLoaded", NewName="DataLayer.bIsRuntime")
+PropertyRedirects=(OldName="DataLayer.InitialState", NewName="DataLayer.InitialRuntimeState")
+PropertyRedirects=(OldName="DataLayerSubsystem.OnDataLayerStateChanged", NewName="DataLayerSubsystem.OnDataLayerRuntimeStateChanged")
+FunctionRedirects=(OldName="WorldDataLayers.OnDataLayerStateChanged", NewName="WorldDataLayers.OnDataLayerRuntimeStateChanged")
+ClassRedirects=(OldName="/Script/Engine.BlendSpaceBase",NewName="/Script/Engine.BlendSpace")
+FunctionRedirects=(OldName="Image.SetBrushSize",NewName="SetDesiredSizeOverride")
+ClassRedirects=(OldName="/Script/PropertyAccess.AnimBlueprintClassSubsystem_PropertyAccess",NewName="/Script/Engine.AnimBlueprintClassSubsystem_PropertyAccess")
+PackageRedirects=(OldName="/Script/PropertyAccess", Removed=true)
+StructRedirects=(OldName="AnimInstanceSubsystemData",NewName="/Script/Engine.AnimSubsystemInstance")
+ClassRedirects=(OldName="/Script/AnimationModifiers.AnimationBlueprintLibrary",NewName="/Script/AnimationBlueprintLibrary.AnimationBlueprintLibrary")
+PropertyRedirects=(OldName="GeometryCollectionComponent.Simulating", NewName="SimulatePhysics")
+PropertyRedirects=(OldName="GeometryCollectionComponent.ApplyExternalStrain.Index", NewName="GeometryCollectionComponent.ApplyExternalStrain.ItemIndex")
+PropertyRedirects=(OldName="GeometryCollectionComponent.CrumbleCluster.Index", NewName="GeometryCollectionComponent.CrumbleCluster.ItemIndex")
+PropertyRedirects=(OldName="ControlRigComponent.OnPreUpdateDelegate", NewName="OnPreForwardsSolveDelegate")
+PropertyRedirects=(OldName="ControlRigComponent.OnPostUpdateDelegate", NewName="OnPostForwardsSolveDelegate")
+PropertyRedirects=(OldName="AnimNode_Mirror.BlendTimeOnMirrorStateChange",NewName="AnimNode_Mirror.BlendTime")
+PropertyRedirects=(OldName="AnimNode_Mirror.bResetChildOnMirrorStateChange",NewName="AnimNode_Mirror.bResetChild")
+PropertyRedirects=(OldName="PlayerState.Ping",NewName="CompressedPing")
; Sequencer LWC support
+ClassRedirects=(OldName="/Script/MovieSceneTracks.MovieSceneVectorSection",NewName="/Script/MovieSceneTracks.MovieSceneFloatVectorSection")
+ClassRedirects=(OldName="/Script/MovieSceneTracks.MovieSceneVectorTrack",NewName="/Script/MovieSceneTracks.MovieSceneFloatVectorTrack")
+ClassRedirects=(OldName="/Script/MovieSceneTracks.MovieSceneVectorTrackExtensions",NewName="/Script/SequencerScripting.MovieSceneFloatVectorTrackExtensions")
+StructRedirects=(OldName="/Script/MovieSceneTracks.MovieSceneVectorKeyStructBase",NewName="/Script/MovieSceneTracks.MovieSceneFloatVectorKeyStructBase")
+StructRedirects=(OldName="/Script/MovieSceneTracks.MovieSceneVectorKeyStruct",NewName="/Script/MovieSceneTracks.MovieSceneVector3fKeyStruct")
; Audio Component Parameter Updates
+StructRedirects=(OldName="AudioComponentParam", NewName="/Script/AudioExtensions.AudioParameter")
+PropertyRedirects=(OldName="AudioParameter.SoundWaveParam", NewName="AudioParameter.ObjectParam")
+FunctionRedirects=(OldName="AudioComponent.SetBoolParameter", NewName="AudioParameterControllerInterface.SetBoolParameter")
+FunctionRedirects=(OldName="AudioComponent.SetFloatParameter", NewName="AudioParameterControllerInterface.SetFloatParameter")
+FunctionRedirects=(OldName="AudioComponent.SetIntParameter", NewName="AudioParameterControllerInterface.SetIntParameter")
+PropertyRedirects=(OldName="AudioComponent.InstanceParameters", NewName="AudioComponent.DefaultParameters")
+FunctionRedirects=(OldName="SoundGeneratorParameterInterface.SetBoolParameter", NewName="AudioParameterControllerInterface.SetBoolParameter")
+FunctionRedirects=(OldName="SoundGeneratorParameterInterface.SetFloatParameter", NewName="AudioParameterControllerInterface.SetFloatParameter")
+FunctionRedirects=(OldName="SoundGeneratorParameterInterface.SetIntParameter", NewName="AudioParameterControllerInterface.SetIntParameter")
+ClassRedirects=(OldName="/Script/AudioExtensions.AudioParameterInterface", NewName="/Script/AudioExtensions.AudioParameterControllerInterface")
; Deprecating 'MatchDevice' in Sound Wave Quality Enum
+EnumRedirects=(OldName="ESoundwaveSampleRateSettings",ValueChanges=(("ESoundwaveSampleRateSettings::MatchDevice","ESoundwaveSampleRateSettings::Max")) )
; Updating the gameplay cue notify to have correct property name
+PropertyRedirects=(OldName="GameplayCueNotify_SoundInfo.SoundCue",NewName="GameplayCueNotify_SoundInfo.Sound")
; LiveLink data moving to runtime core module
+ClassRedirects=(OldName="/Script/LiveLink.LiveLinkRetargetAsset", NewName="/Script/LiveLinkAnimationCore.LiveLinkRetargetAsset")
+ClassRedirects=(OldName="/Script/LiveLink.LiveLinkRemapAsset", NewName="/Script/LiveLinkAnimationCore.LiveLinkRemapAsset")
+ClassRedirects=(OldName="/Script/LiveLink.LiveLinkInstance", NewName="/Script/LiveLinkAnimationCore.LiveLinkInstance")
+StructRedirects=(OldName="/Script/LiveLink.AnimNode_LiveLinkPose", NewName="/Script/LiveLinkAnimationCore.AnimNode_LiveLinkPose")
+StructRedirects=(OldName="/Script/LiveLink.LiveLinkInstanceProxy", NewName="/Script/LiveLinkAnimationCore.LiveLinkInstanceProxy")
+EnumRedirects=(OldName="ELevelInstanceRuntimeBehavior",ValueChanges=(("Embedded","Partitioned")) )
; Old VT lightmap which got removed somehwere in 4.x but has been triggering warnings ever since.
+PackageRedirects=(OldName="/Engine/VT/LightmapVirtualTextureSpace_0_Compressed",Removed=True)
; Redirect classes moved to ComputeFramework plugin
+ClassRedirects=(OldName="ComputeGraph", NewName="/Script/ComputeFramework.ComputeGraph")
+ClassRedirects=(OldName="ComputeGraphComponent", NewName="/Script/ComputeFramework.ComputeGraphComponent")
+ClassRedirects=(OldName="ComputeKernel", NewName="/Script/ComputeFramework.ComputeKernel")
+ClassRedirects=(OldName="ComputeKernelFromText", NewName="/Script/ComputeFramework.ComputeKernelFromText")
+ClassRedirects=(OldName="ComputeKernelSource", NewName="/Script/ComputeFramework.ComputeKernelSource")
+ClassRedirects=(OldName="ComputeKernel", NewName="/Script/ComputeFramework.ComputeKernel")
+ClassRedirects=(OldName="PackedLevelInstance", NewName="/Script/Engine.PackedLevelActor")
+ClassRedirects=(OldName="EditorStyleSettings",NewName="/Script/UnrealEd.EditorStyleSettings")
+EnumRedirects=(OldName="EAssetEditorOpenLocation",NewName="/Script/UnrealEd.EAssetEditorOpenLocation")
+EnumRedirects=(OldName="ELogCategoryColorizationMode",NewName="/Script/OutputLog.ELogCategoryColorizationMode")
+EnumRedirects=(OldName="/Script/UnrealEd.ELogCategoryColorizationMode",NewName="/Script/OutputLog.ELogCategoryColorizationMode")
+PropertyRedirects=(OldName="PostProcessSettings.LocalExposureContrastReduction", NewName="PostProcessSettings.LocalExposureContrastScale")
+PropertyRedirects=(OldName="PostProcessSettings.bOverride_LocalExposureContrastReduction", NewName="PostProcessSettings.bOverride_LocalExposureContrastScale")
; Blueprint real number support
+FunctionRedirects=(OldName="KismetStringLibrary.Conv_FloatToString", NewName="Conv_DoubleToString")
+PropertyRedirects=(OldName="KismetStringLibrary.Conv_DoubleToString.InFloat", NewName="Conv_DoubleToString.InDouble")
+FunctionRedirects=(OldName="KismetStringLibrary.Conv_StringToFloat", NewName="Conv_StringToDouble")
+FunctionRedirects=(OldName="KismetStringLibrary.BuildString_Float", NewName="BuildString_Double")
+PropertyRedirects=(OldName="KismetStringLibrary.BuildString_Double.InFloat", NewName="BuildString_Double.InDouble")
+FunctionRedirects=(OldName="KismetMathLibrary.MakeVector_NetQuantize", NewName="MakeVector")
+FunctionRedirects=(OldName="KismetMathLibrary.MakeVector_NetQuantize10", NewName="MakeVector")
+FunctionRedirects=(OldName="KismetMathLibrary.MakeVector_NetQuantize100", NewName="MakeVector")
+FunctionRedirects=(OldName="KismetMathLibrary.MakeVector_NetQuantizeNormal", NewName="MakeVector")
+FunctionRedirects=(OldName="KismetMathLibrary.BreakVector_NetQuantize", NewName="BreakVector")
+FunctionRedirects=(OldName="KismetMathLibrary.BreakVector_NetQuantize10", NewName="BreakVector")
+FunctionRedirects=(OldName="KismetMathLibrary.BreakVector_NetQuantize100", NewName="BreakVector")
+FunctionRedirects=(OldName="KismetMathLibrary.BreakVector_NetQuantizeNormal", NewName="BreakVector")
+FunctionRedirects=(OldName="KismetMathLibrary.Multiply_FloatFloat", NewName="Multiply_DoubleDouble")
+FunctionRedirects=(OldName="KismetMathLibrary.Divide_FloatFloat", NewName="Divide_DoubleDouble")
+FunctionRedirects=(OldName="KismetMathLibrary.Add_FloatFloat", NewName="Add_DoubleDouble")
+FunctionRedirects=(OldName="KismetMathLibrary.Subtract_FloatFloat", NewName="Subtract_DoubleDouble")
+FunctionRedirects=(OldName="KismetMathLibrary.Less_FloatFloat", NewName="Less_DoubleDouble")
+FunctionRedirects=(OldName="KismetMathLibrary.Greater_FloatFloat", NewName="Greater_DoubleDouble")
+FunctionRedirects=(OldName="KismetMathLibrary.LessEqual_FloatFloat", NewName="LessEqual_DoubleDouble")
+FunctionRedirects=(OldName="KismetMathLibrary.GreaterEqual_FloatFloat", NewName="GreaterEqual_DoubleDouble")
+FunctionRedirects=(OldName="KismetMathLibrary.EqualEqual_FloatFloat", NewName="EqualEqual_DoubleDouble")
+FunctionRedirects=(OldName="KismetMathLibrary.NotEqual_FloatFloat", NewName="NotEqual_DoubleDouble")
;5.1
+StructRedirects=(OldName="/Script/Engine.ActorComponentDuplicatedObjectData", NewName="/Script/Engine.DataCacheDuplicatedObjectData")
+ClassRedirects=(OldName="RigVMTemplateNode", NewName="/Script/RigVMDeveloper.RigVMUnitNode")
+StructRedirects=(OldName="/Script/SequencerScripting.SequencerBindingProxy", NewName="/Script/MovieScene.MovieSceneBindingProxy")
; Blueprint real number support
+FunctionRedirects=(OldName="KismetSystemLibrary.MakeLiteralFloat", NewName="MakeLiteralDouble")
+FunctionRedirects=(OldName="KismetTextLibrary.Conv_FloatToText", NewName="Conv_DoubleToText")
+PropertyRedirects=(OldName="KismetTextLibrary.Conv_DoubleToText.InDouble", NewName="Conv_DoubleToText.Value")
+PropertyRedirects=(OldName="AITask_MoveTo.AIMoveTo.bUseContinuosGoalTracking", NewName="AITask_MoveTo.AIMoveTo.bUseContinuousGoalTracking")
+PropertyRedirects=(OldName="RectLightComponent.SetSourceTexture.bNewValue", NewName="NewValue")
+PropertyRedirects=(OldName="RectLightComponent.SetSourceWidth.bNewValue", NewName="NewValue")
+PropertyRedirects=(OldName="RecastNavMeshTileGenerationDebug.bHeightfieldSolidPostRadiusFiltering", NewName="bHeightfieldSolidPostInclusionBoundsFiltering")
; Inclusive Terminology Pass
+PropertyRedirects=(OldName="SimSpaceSettings.MasterAlpha", NewName="SimSpaceSettings.WorldAlpha")
+PropertyRedirects=(OldName="SkinnedMeshComponent.MasterPoseComponent", NewName="LeaderPoseComponent")
+PropertyRedirects=(OldName="SkinnedMeshComponent.bUseBoundsFromMasterPoseComponent", NewName="bUseBoundsFromLeaderPoseComponent")
+PropertyRedirects=(OldName="SkinnedMeshComponent.bIgnoreMasterPoseComponentLOD", NewName="bIgnoreLeaderPoseComponentLOD")
+FunctionRedirects=(OldName="SkinnedMeshComponent.SetMasterPoseComponent", NewName="SetLeaderPoseComponent")
+PropertyRedirects=(OldName="SkinnedMeshComponent.SetLeaderPoseComponent.NewMasterBoneComponent",NewName="SkinnedMeshComponent.SetLeaderPoseComponent.NewLeaderBoneComponent")
+PropertyRedirects=(OldName="SkeletalMeshComponent.bPropagateCurvesToSlaves", NewName="bPropagateCurvesToFollowers")
+FunctionRedirects=(OldName="SkeletalMeshComponent.BindClothToMasterPoseComponent", NewName="BindClothToLeaderPoseComponent")
+FunctionRedirects=(OldName="SkeletalMeshComponent.UnbindClothFromMasterPoseComponent", NewName="UnbindClothFromLeaderPoseComponent")
; Skeletal Mesh pointer deprecation
+FunctionRedirects=(OldName="SkinnedMeshComponent.SetSkeletalMesh", NewName="SetSkinnedAssetAndUpdate")
+PropertyRedirects=(OldName="AGameplayAbilityWorldReticle.MasterPC", NewName="PrimaryPC")
+PropertyRedirects=(OldName="AGameplayAbilityTargetActor.MasterPC", NewName="PrimaryPC")
+ClassRedirects=(OldName="CameraShake",NewName="/Script/GameplayCameras.LegacyCameraShake")
+ClassRedirects=(OldName="MatineeCameraShake",NewName="/Script/GameplayCameras.LegacyCameraShake")
+ClassRedirects=(OldName="MatineeCameraShakePattern",NewName="/Script/GameplayCameras.LegacyCameraShakePattern")
+ClassRedirects=(OldName="MatineeCameraShakeFunctionLibrary", NewName="/Script/GameplayCameras.LegacyCameraShakeFunctionLibrary")
+FunctionRedirects=(OldName="LegacyCameraShake.StartMatineeCameraShake", NewName="LegacyCameraShake.StartLegacyCameraShake")
+FunctionRedirects=(OldName="LegacyCameraShake.StartMatineeCameraShakeFromSource", NewName="LegacyCameraShake.StartLegacyCameraShakeFromSource")
+FunctionRedirects=(OldName="LegacyCameraShakeFunctionLibrary.Conv_MatineeCameraShake", NewName="LegacyCameraShakeFunctionLibrary.Conv_LegacyCameraShake")
+PropertyRedirects=(OldName="AnimationSettings.BoneTimecodeCustomAttributeNameSettings",NewName="BoneTimecodeAnimationAttributeNameSettings")
+PropertyRedirects=(OldName="AnimationSettings.BoneCustomAttributesNames",NewName="BoneAnimationAttributesNames")
+PropertyRedirects=(OldName="AnimationSettings.BoneNamesWithCustomAttributes",NewName="BoneNamesWithAnimationAttributes")
; 5.2
AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy. Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added. AssetDefinition module is an editor module instead of being a developer module. AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd. #jira UE-165574 #preflight 636c0ec4d0174259cca85e37 [CL 23083536 by nick darnell in ue5-main branch]
2022-11-10 13:13:41 -05:00
+StructRedirects=(OldName="/Script/AssetTools.RevisionInfo", NewName="/Script/AssetDefinition.RevisionInfo")
+PropertyRedirects=(OldName="DecalComponent.SetFadeIn.Duaration", NewName="DecalComponent.SetFadeIn.Duration")
+PropertyRedirects=(OldName="BlendSpace.PerBoneBlend", NewName="BlendSpace.ManualPerBoneOverrides")
Sequencer: Remove Master from Sequencer - Remove all instances of Master from the UI - ie. Replace Create Master Sequence with Create Sequence with Shots - Internally, remove Master - Master Tracks in the MovieScene can just be Tracks Deprecations (Properties): - UMovieScene:MasterTracks deprecated for Tracks - UMovieSceneFolder:ChildMasterTracks deprecated for ChildTracks - FLevelSequencePlayerSnapshot: MasterName, MasterTime for RootName, RootTime - UMoviePipelineSetting_BlueprintBase: bIsValidOnMaster for bIsValidOnPrimary Deprecations (Functions): - UMovieScene: GetMasterTracks, FindMasterTracksByType, FindMasterTracksByExactType, AddMasterTrack, RemoveMasterTrack deprecated for GetTracks, FindTracksByType, FindTracksByExactType, AddTrack, RemoveTrack - UMovieSceneFolder: GetChildMasterTracks, AddChildMasterTrack, RemoveChildMasterTrack deprecated for GetChildTracks, AddChildTracks, RemoveChildTrack - FMovieSceneTrackEditor: FFindOrCreateMasterTrackResult, FindOrCreateMasterTrack deprecated for FindOrCreateRootTrackResult, FindOrCreateRootTrack - ULevelSequenceDirector: GetMasterSequenceTime deprecated for ULevelSequenceDirector::GetRootSequenceTime - UDaySequenceDirector: GetMasterSequenceTime deprecated for UDaySequenceDirector::GetRootSequenceTime - UMoviePipelineSetting: IsValidOnMaster for IsValidOnPrimary - UMoviePipelineBlueprintLibrary: GetMasterTimecode, GetMasterFrameNumber for GetRootTimecode, GetRootFrameNumber - UMoviePipeline: GetPipelineMasterConfig for GetPipelinePrimaryConfig - UMovieSceneAudioTrack: IsAMasterTrack Classes Renamed: - FAnimTypePreAnimatedStateMasterStorage for FAnimTypePreAnimatedStateRootStorage - UMovieSceneMasterInstantiatorSystem for UMovieSceneRootInstantiatorSystem - ULevelSequenceMasterSequenceSettings to ULevelSequenceSequenceWithShotsSetting Note, the following instances of master still occur and a "KnownCase" has been added for them in CheckAcceptableWords.cs: - Deprecated properties (MasterTracks -> Tracks) and functions (ie. GetMasterTracks -> GetTracks) - masterclip in FCPXML since it's an industry standard term - masteraudiosubmix in AudioCaptureProtocol - mastersubmix in MoviePipelineAudioRendering - masteertimecode, masterframenumber, masterconfig, validonmaster in MovieRenderPipeline - mastersequencetime, mastertime, mastername in LevelSequence #jira UE-158660 #preflight 634645e48a0a7b2adc5722e7 #rb matt.hoffman, andrew.rodham [CL 22739302 by Max Chen in ue5-main branch]
2022-10-24 18:22:10 -04:00
+ClassRedirects=(OldName="/Script/MovieRenderPipelineCore.MoviePipelineMasterConfig", NewName="/Script/MovieRenderPipelineCore.MoviePipelinePrimaryConfig")
[CoreUObject.Metadata]
; Note: UnrealHeaderTool should be rerun after making changes to MetadataRedirects to catch any keys specified in class headers
+MetadataRedirects=(OldKey="K2Protected", NewKey="BlueprintProtected")
+MetadataRedirects=(OldKey="K2UnsafeForConstructionScripts", NewKey="UnsafeDuringActorConstruction")
+MetadataRedirects=(OldKey="KismetType", NewKey="BlueprintType")
+MetadataRedirects=(OldKey="KismetInternalUseOnly", NewKey="BlueprintInternalUseOnly")
+MetadataRedirects=(OldKey="KismetSpawnableComponent", NewKey="BlueprintSpawnableComponent")
+MetadataRedirects=(OldKey="K2ExposeToSpawn", NewKey="ExposeOnSpawn")
+MetadataRedirects=(OldKey="K2Category", NewKey="Category")
+MetadataRedirects=(OldKey="KismetDeprecated", NewKey="DeprecatedFunction")
+MetadataRedirects=(OldKey="K2CompactNode", NewKey="CompactNodeTitle")
+MetadataRedirects=(OldKey="MenuCategory", NewKey="Category")
+MetadataRedirects=(OldKey="ArrayPointerParm", NewKey="TargetArrayParm")
+MetadataRedirects=(OldKey="FriendlyName", NewKey="DisplayName")
[EnumRemap]
; Entries can be added to this section of DefaultEngine.ini to remap metadata for engine enums to game-specific display values
; TEXTUREGROUP_Project01.DisplayName=ProjectSpecificName
[PlatformInterface]
CloudStorageInterfaceClassName=
InGameAdManagerClassName=
[/Script/Engine.UserInterfaceSettings]
UIScaleRule=ShortestSide
UIScaleCurve=(EditorCurveData=(Keys=((Time=480,Value=0.444),(Time=720,Value=0.666),(Time=1080,Value=1.0),(Time=8640,Value=8.0))),ExternalCurve=None)
bLoadWidgetsOnDedicatedServer=True
bAllowHighDPIInGameMode=False
[/Script/Engine.GameEngine]
MaxDeltaTime=0
ServerFlushLogInterval=30
[Engine.StartupPackages]
+Package=/Engine/EngineMaterials/BlinkingCaret
+Package=/Engine/EngineMaterials/DefaultBokeh
+Package=/Engine/EngineMaterials/DefaultBloomKernel
+Package=/Engine/EngineMaterials/DefaultDeferredDecalMaterial
;+Package=/Engine/EngineMaterials/DefaultPostProcessMaterial
+Package=/Engine/EngineMaterials/DefaultDiffuse
+Package=/Engine/EngineMaterials/DefaultLightFunctionMaterial
+Package=/Engine/EngineMaterials/WorldGridMaterial
+Package=/Engine/EngineMaterials/DefaultMaterial
+Package=/Engine/EngineMaterials/DefaultNormal
+Package=/Engine/EngineMaterials/DefaultPhysicalMaterial
+Package=/Engine/EngineMaterials/DefaultWhiteGrid
+Package=/Engine/EngineMaterials/EditorBrushMaterial
+Package=/Engine/EngineMaterials/EmissiveMeshMaterial
+Package=/Engine/EngineMaterials/Good64x64TilingNoiseHighFreq
+Package=/Engine/EngineMaterials/Grid
+Package=/Engine/EngineMaterials/Grid_N
+Package=/Engine/EngineMaterials/LandscapeHolePhysicalMaterial
+Package=/Engine/EngineMaterials/MiniFont
+Package=/Engine/EngineMaterials/PaperDiffuse
+Package=/Engine/EngineMaterials/PaperNormal
+Package=/Engine/EngineMaterials/PhysMat_Rubber
+Package=/Engine/EngineMaterials/PreintegratedSkinBRDF
+Package=/Engine/EngineMaterials/RemoveSurfaceMaterial
+Package=/Engine/EngineMaterials/WeightMapPlaceholderTexture
; Console platforms will remove EngineDebugMaterials from their StartupPackages
+Package=/Engine/EngineDebugMaterials/BoneWeightMaterial
+Package=/Engine/EngineDebugMaterials/DebugMeshMaterial
+Package=/Engine/EngineDebugMaterials/GeomMaterial
+Package=/Engine/EngineDebugMaterials/HeatmapGradient
+Package=/Engine/EngineDebugMaterials/LevelColorationLitMaterial
+Package=/Engine/EngineDebugMaterials/LevelColorationUnlitMaterial
+Package=/Engine/EngineDebugMaterials/MAT_LevelColorationLitLightmapUV
+Package=/Engine/EngineDebugMaterials/ShadedLevelColorationLitMaterial
+Package=/Engine/EngineDebugMaterials/ShadedLevelColorationUnlitMateri
+Package=/Engine/EngineDebugMaterials/TangentColorMap
+Package=/Engine/EngineDebugMaterials/VertexColorMaterial
+Package=/Engine/EngineDebugMaterials/VertexColorViewMode_AlphaAsColor
+Package=/Engine/EngineDebugMaterials/VertexColorViewMode_BlueOnly
+Package=/Engine/EngineDebugMaterials/VertexColorViewMode_ColorOnly
+Package=/Engine/EngineDebugMaterials/VertexColorViewMode_GreenOnly
+Package=/Engine/EngineDebugMaterials/VertexColorViewMode_RedOnly
+Package=/Engine/EngineDebugMaterials/WireframeMaterial
+Package=/Engine/EngineSounds/WhiteNoise
+Package=/Engine/EngineFonts/SmallFont
+Package=/Engine/EngineFonts/TinyFont
+Package=/Engine/EngineFonts/Roboto
+Package=/Engine/EngineFonts/RobotoTiny
; only needed for TextRender feature (3d Text in world)
+Package=/Engine/EngineMaterials/DefaultTextMaterialTranslucent
+Package=/Engine/EngineFonts/RobotoDistanceField
[Core.Log]
; This section can be used in DefaultEngine.ini to override the display level for different log categories, using lines like the following:
; LogTemp=warning
[Core.System]
+Paths=../../../Engine/Content
+Paths=%GAMEDIR%Content
CutdownPaths=%GAMEDIR%CutdownPackages
ZeroEngineVersionWarning=True
UseStrictEngineVersioning=True
CanStripEditorOnlyExportsAndImports=True
CanSkipEditorReferencedPackagesWhenCooking=False
CanUseUnversionedPropertySerialization=True
TestUnversionedPropertySerializationWhenCooking=False
DetailedCallstacksInNonMonolithicBuilds=True
UseSeperateBulkDataFiles=False
GameThreadHeartBeatStartSuspended=False
GameThreadHeartBeatHitchDuration=-1.0
GameThreadHeartBeatStackWalk=false
IgnoreInlineBulkDataReloadEnsures=False
UsePackageTrailer=True
HangDuration=0.0
AssetLogShowsDiskPath=True
AssetLogShowsAbsolutePath=True
TaskThreadStackSize=393216
PoolThreadStackSize=131072
DefaultThreadStackSize=1048576
[Core.System.Experimental]
EnablePackageSidecarSaving=False
AllowVirtualizationOptOut =False
; Sets which virtualization system to use, valid options are None, Default (use the Epic provided system) or a third party system
[Core.ContentVirtualization]
SystemName=None
Add a number of ways for the VA system to be changed to lazy initialize on first use. #rb Per.Larsson #jira UE-161296 #rnx #preflight 62fe3ce73d3fb466b229bcc0 - There are some usecases that require the VA system to initialize the first time it is accessed (usually the first time we attempt to pull a virtualized payload) rather than be initialized in the program start up. This change provides three different methods to achieve this: -- Setting the define 'UE_VIRTUALIZATION_SYSTEM_LAZY_INIT' to 1 in a programs .target.cs -- Setting [Core.ContentVirtualization]LazyInit=true in the Engine ini file -- Running with the commandline option -VA-LazyInit - If we detect that the source control backend is being initialized on a background thread we do not try to run the FConnect operation. The backend will still work but this does reduce the potential error checking on initialization. This is done because the FConnect operation currently only works on the main thread and to change this would be a bigger work item than we can schedule at the moment. - UE::Virtualization::Initialize functions now take a EInitializationFlags enum as a parameter. This enum allows the call to ignore all lazy init settings and force the initialization immediately. This is useful for programs like the Virtualization standalone tool which just needs to start the system when needed. -- The call to ::Initialize in LaunchEngineLoop passes in None and does not ignore lazy initialization. -- Calls to ::Initialize in the UnrealVirtualizationTool however all use EInitializationFlags::ForceInitialize and ignore lazy initialization settings. - Fixed an odd bug in UE::Virtualization::Initialize where the error path (if the config file cannot be found) was using a different start up code path. - Add asserts when assigning to GVirtualizationSystem to make sure that it is null. This is not 100% safe but should catch some potential threading issues, if any. - Add an assert after lazy initialization (IVirtualizationSystem::Get) to make sure that GVirtualizationSystem was assigned a valid object. - Improve how we check for legacy values in [Core.ContentVirtualization]. We now support multiple allowed values. - Added a way to poll if a VA system has been initialize yet or not, this allows us to avoid initializing a VA system if one has not yet been created and we try to: -- Dump VA profiling stats after cooking -- Send VA stats to studio analytics - Note that currently using lazy init loading will probably cause the VA statistics panel not to work, this will be fixed in future work where we will allow the panel to register for a callback when the system is initialized. [CL 21467510 by paul chipchase in ue5-main branch]
2022-08-19 19:15:42 -04:00
LazyInit=False
[Core.VirtualizationModule]
EnablePayloadVirtualization=True
EnableCacheAfterPull=True
MinPayloadLength=0
BackendGraph=ContentVirtualizationBackendGraph_None
VirtualizationProcessTag=#virtualized
Add an ini file option which when set to true allows package submissions to source control to go ahead even if the virtualization process failed. #rb none #jira UE-159596 #rnx #preflight 62d94160110da0f944afdd32 ### Problem - When rolling our virtualization to projects we have run into a number of set up problems which has caused users to fail to submit packages from the editor as when the virtualization failed we prevented the overall submit from going through. - Although we will eventually work through all of these problems and add better fault tolerance for now it is annoying for the content team so we need an easy way for a project to allow package submits to be completed even if the virtualization process part of the submit failed. - Worth noting that the virtualization process failing should never affect the state of the package files, the only downside is that the packages may not be virtualized. ### Fix - The virtualization/rehydration of packages now return an enum instead of a bool although at the moment we are only returning Success and Failed, but it will allow us to expand in the future - Combined the code calling the virtualization process from both the source control window and the source control changelist window into a single utility function. -- Now the two windows only diverge on how they report failure to the user. - This new utility function now checks to see if the virtualization manager suggests if failing the virtualization process should block any package submission to source control or not. - I am not happy with this solution, but I haven't come up with anything that feels right, this solution will at least work. [CL 21199597 by paul chipchase in ue5-main branch]
2022-07-21 08:31:47 -04:00
AllowSubmitIfVirtualizationFailed=false
FilterMode=OptOut
FilterEngineContent=True
FilterEnginePluginContent=True
Add a config file option to allow payloads stored in .umap and associated "_builddata.uasset" files to be filtered from the virtualization process. This option defaults to true. #rb Per.Larsson #jira UE-156750 #rnx #preflight 62f212e13b773d04161ee7dd ### Problem - The payloads stored in map files tend to change more than other assets and would cause a lot more churn in the VA system. - Some other systems like the landscape component are not able to sensibly continue if their payloads cannot be accessed (heightmaps for exmaple) and would prefer not to allow virtualization. - As a short term fix we need an option to disable the virtualization on all payloads in map files. Future improvements to the filtering system will allow systems to more easily opt their payloads out of virtualization. When this is functional we might want to change the default from true to false. ### Feature - The config optionf for this filtering is "[Core.VirtualizationModule]FilterMapContent=True" - Testing if the owning UObject for a payload is in a umap can get tricky, because we not only need to check the umap but we also need to check if it is in a "_builddata.uasset" file, which is an additional file we store next to a umap containing things like lightmaps etc. - At the moment we check for this by finding the outermost object for the given owner and check to see if it is a ULevel, UWorld or UMapBuildDataRegistry. This is a bit of a kludge but the types we need to check against are not accessible by this module and making them accessible will pull in a lot of dependencies that we'd prefer not to add. -- One improvement might be to tag the FLinkerSave with the info we need and passing that into the serialization process rather than trying to work it out ourselves but I am wary of making that change until we are 100% sure that we want to keep this feature. ### Refactor - Removed IVirtualizationSystem::IsDisabledForObject and replaced it with ::FilterPayload which can return multiple reasons for preventing a payload from virtualizing. (the method was added during 5.1 development so it should be fine to just replace it without deprecation) -- The original behaviour for FVirtualizationManager::IsDisabledForObject has been moved to FVirtualizationManager::ShouldVirtualizeAsset - Added a new header to declare enums/types used by the various parts of the virtualization system and started by moving EPayloadFilterReason there from the package trailer header. This allows both the core API and PackageTrailer to use EPayloadFilterReason without creating overburdened header dependencies. -- EPayloadFilterReason has moved from the UE namespace to UE::Virtualization so the package trailer code needed updating accordingly. - EditorBulkData will ask the virtualization system for the base filter reason, then add it's own reasons if UE_ENABLE_VIRTUALIZATION_TOGGLE is enabled. This bit of code will be removed for 5.1 [CL 21283179 by paul chipchase in ue5-main branch]
2022-08-09 07:51:55 -04:00
FilterMapContent=True
Add a number of ways for the VA backend connections to be changed to lazy initialize on first use. #rb Devin.Doucette #jira UE-161599 #rnx #preflight 6303c8d65a5d4e4624e7bf52 - There are some use cases that require the VA system to be initialized and configured correctly but would prefer that the backend connections only run if absolutely needed (usually when a payload is pulled or pushed for the first time), this change provides four different ways of doing this: -- Setting [Core.VirtualizationModule]LazyInitConnections=true in the Engine ini file -- Setting the define 'UE_VIRTUALIZATION_CONNECTION_LAZY_INIT' to 1 in a programs .target.cs -- Running with the commandline option -VA-LazyInitConnections -- Setting the cvar 'VA.LazyInitConnections' to 1 (only works if it is set before the VA system is initialized, changing it mid editor via the console does nothing) --- Note that after the config file, each setting there only opts into lazy initializing the connections, setting the cvar to 0 for example will not prevent the cmdline from opting in etc. - In the future we will allow the connection code to run async, so the latency can be hidden behind the editor loading, but for the current use case we are taking the minimal approach. -- This means we only support the backend being in 3 states. No connection has been made yet, the connection is broken and the connection is working. -- To keep things simple we only record if we have attempted to connect the backends or not. We don't check individual backends nor do we try to reconnect failed ones etc. This is all scheduled for a future work item. - If the connections are not initialized when the VA system is, we wait until the first time someone calls one of the virtualization methods that will actually use a connection: Push/Pull/Query -- We try connecting all of the backends at once, even if they won't be used in the call to keep things simple. - Only the source control backend makes use of the connection system. The horde storage (http) backend could take advantage too, but it is currently unused and most likely going to just be deleted so there seemed little point updating it. - If we try to run an operation on an unconnected backend we only log to verbose. This is to maintain existing behaviour where a failed backend would not be mounted at all. This logging will likely be revisited in a future work item. [CL 21511855 by paul chipchase in ue5-main branch]
2022-08-23 13:01:15 -04:00
LazyInitConnections=False
; The following assets should not virtualize until it is confirmed that they do not crash when virtualized payloads are missing
+DisabledAsset=StaticMesh
+DisabledAsset=SoundWave
[/Script/Virtualization.VirtualizationFilterSettings]
!ExcludePackagePaths=ClearArray
; A backend graph with no backends
[ContentVirtualizationBackendGraph_None]
CacheStorageHierarchy=()
PersistentStorageHierarchy=()
; A simple backend graph that will store virtualized data locally, suitable for testing.
[ContentVirtualizationBackendGraph_LocalCache]
CacheStorageHierarchy=(Entry=LocalFileCache)
PersistentStorageHierarchy=()
LocalFileCache=(Type=FileSystem, Path="%GAMESAVEDDIR%VirtualizedPayloads/")
; A backend graph that will connect to a locally hosted Jupiter service along with a local file cache, suitable for testing.
[ContentVirtualizationBackendGraph_JupiterLocalHost]
CacheStorageHierarchy=(Entry=LocalFileCache)
PersistentStorageHierarchy=(JupiterCache)
LocalFileCache=(Type=FileSystem, Path="%GAMESAVEDDIR%VirtualizedPayloads/")
JupiterCache=(Type=Jupiter, Host="http://localhost", Namespace="ue.mirage", ChunkSize=524288)
[/Script/Engine.StreamingSettings]
s.MinBulkDataSizeForAsyncLoading=131072
s.AsyncLoadingThreadEnabled=True
s.EventDrivenLoaderEnabled=True
s.WarnIfTimeLimitExceeded=False
s.TimeLimitExceededMultiplier=1.5
s.TimeLimitExceededMinTime=0.005
s.UseBackgroundLevelStreaming=True
s.PriorityAsyncLoadingExtraTime=15.0
s.LevelStreamingActorsUpdateTimeLimit = 5.0
s.PriorityLevelStreamingActorsUpdateExtraTime=5.0
s.LevelStreamingComponentsRegistrationGranularity = 10
s.UnregisterComponentsTimeLimit = 1.0
s.LevelStreamingComponentsUnregistrationGranularity = 5
s.MaxPackageSummarySize=16384
s.FlushStreamingOnExit=True
+FixedBootOrder=/Script/Engine/Default__SoundBase
+FixedBootOrder=/Script/Engine/Default__MaterialInterface
+FixedBootOrder=/Script/Engine/Default__DeviceProfileManager
[/Script/Engine.GarbageCollectionSettings]
gc.MaxObjectsNotConsideredByGC=1
gc.SizeOfPermanentObjectPool=0
gc.FlushStreamingOnGC=0
gc.NumRetriesBeforeForcingGC=10
gc.AllowParallelGC=True
; pick a fractional number to keep phase shifting and avoid collisions
gc.TimeBetweenPurgingPendingKillObjects=61.1
gc.MaxObjectsInEditor=25165824
gc.IncrementalBeginDestroyEnabled=True
gc.CreateGCClusters=True
gc.MinGCClusterSize=5
gc.AssetClustreringEnabled=False
gc.ActorClusteringEnabled=False
gc.BlueprintClusteringEnabled=False
gc.UseDisregardForGCOnDedicatedServers=False
gc.MultithreadedDestructionEnabled=True
gc.VerifyGCObjectNames=True
gc.VerifyUObjectsAreNotFGCObjects=False
gc.PendingKillEnabled=True
[Internationalization]
; These are the paths for localizing the core engine itself, the localized game content settings are in *Game.ini
+LocalizationPaths=../../../Engine/Content/Localization/Engine
+CultureDisplayNameSubstitutes="Taiwan;Chinese Taipei"
+CultureDisplayNameSubstitutes="ja;\u53f0\u6e7e;\u30c1\u30e3\u30a4\u30cb\u30fc\u30ba\u30bf\u30a4\u30da\u30a4"
+CultureDisplayNameSubstitutes="\u53f0\u6e7e;\u4e2d\u534e\u53f0\u5317"
+CultureDisplayNameSubstitutes="\u53f0\u7063;\u4e2d\u83ef\u53f0\u5317"
+CultureDisplayNameSubstitutes="\ub300\ub9cc;\uc911\ud654 \ud0c0\uc774\ubca0\uc774"
[Audio]
UnfocusedVolumeMultiplier=0.0
UseAudioThread=true
EnableAudioMixer=false
DeferStartupPrecache=false
+AllWaveFormats=BINKA
+AllWaveFormats=ADPCM
+AllWaveFormats=PCM
+AllWaveFormats=OPUS
+AllWaveFormats=OGG
+FormatModuleHints=AudioFormatOPUS
+FormatModuleHints=AudioFormatOGG
+FormatModuleHints=AudioFormatADPCM
+FormatModuleHints=AudioFormatBINKA
+AudioInfoModules=BinkAudioDecoder
FallbackFormat=BINKA
PlatformFormat=BINKA
PlatformStreamingFormat=BINKA
[AudioChannelAzimuthMap]
FrontLeft=330
FrontRight=30
FrontCenter=0
BackLeft=210
BackRight=150
FrontLeftOfCenter=15
FrontRightOfCenter=345
BackCenter=180
SideLeft=250
SideRight=110
; These are the default channel orderings to use when using pro-audio interfaces that don't report channel order
[AudioDefaultChannelOrder]
FrontLeft=0
FrontRight=1
FrontCenter=2
LowFrequency=3
SideLeft=4
SideRight=5
BackLeft=6
BackRight=7
[/Script/Engine.AudioSettings]
DefaultSoundClassName=/Engine/EngineSounds/Master.Master
DefaultMediaSoundClassName=/Engine/EngineSounds/Master.Master
DefaultSoundSubmixName=/Engine/EngineSounds/MasterSubmix.MasterSubmix
MasterSubmix=/Engine/EngineSounds/Submixes/MasterSubmixDefault.MasterSubmixDefault
ReverbSubmix=/Engine/EngineSounds/Submixes/MasterReverbSubmixDefault.MasterReverbSubmixDefault
EQSubmix=/Engine/EngineSounds/Submixes/MasterEQSubmixDefault.MasterEQSubmixDefault
AmbisonicSubmix=/Engine/EngineSounds/Submixes/MasterAmbisonicSubmixDefault.MasterAmbisonicSubmixDefault
LowPassFilterResonance=0.9
MaximumConcurrentStreams=2
DialogueFilenameFormat="{DialogueGuid}_{ContextId}"
[/Script/Engine.SoundGroups]
+SoundGroupProfiles=(SoundGroup=SOUNDGROUP_Default, bAlwaysDecompressOnLoad=false, DecompressedDuration=5)
+SoundGroupProfiles=(SoundGroup=SOUNDGROUP_Effects, bAlwaysDecompressOnLoad=false, DecompressedDuration=5)
+SoundGroupProfiles=(SoundGroup=SOUNDGROUP_UI, bAlwaysDecompressOnLoad=false, DecompressedDuration=5)
+SoundGroupProfiles=(SoundGroup=SOUNDGROUP_Music, bAlwaysDecompressOnLoad=false, DecompressedDuration=0)
+SoundGroupProfiles=(SoundGroup=SOUNDGROUP_Voice, bAlwaysDecompressOnLoad=false, DecompressedDuration=0)
[/Script/Engine.Player]
ConfiguredInternetSpeed=100000
ConfiguredLanSpeed=100000
[/Script/Engine.NetDriver]
+ChannelDefinitions=(ChannelName=Control, ClassName=/Script/Engine.ControlChannel, StaticChannelIndex=0, bTickOnCreate=true, bServerOpen=false, bClientOpen=true, bInitialServer=false, bInitialClient=true)
+ChannelDefinitions=(ChannelName=Voice, ClassName=/Script/Engine.VoiceChannel, StaticChannelIndex=1, bTickOnCreate=true, bServerOpen=true, bClientOpen=true, bInitialServer=true, bInitialClient=true)
+ChannelDefinitions=(ChannelName=Actor, ClassName=/Script/Engine.ActorChannel, StaticChannelIndex=-1, bTickOnCreate=false, bServerOpen=true, bClientOpen=false, bInitialServer=false, bInitialClient=false)
[/Script/Engine.RendererSettings]
VisualizeCalibrationColorMaterialPath=/Engine/EngineMaterials/PPM_DefaultCalibrationColor.PPM_DefaultCalibrationColor
VisualizeCalibrationGrayscaleMaterialPath=/Engine/EngineMaterials/PPM_DefaultCalibrationGrayscale.PPM_DefaultCalibrationGrayscale
[/Script/OnlineSubsystemUtils.IpNetDriver]
AllowPeerConnections=False
AllowPeerVoice=False
ConnectionTimeout=60.0
InitialConnectTimeout=60.0
RecentlyDisconnectedTrackingTime=120
TimeoutMultiplierForUnoptimizedBuilds=1
KeepAliveTime=0.2
MaxClientRate=100000
MaxInternetClientRate=100000
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=30
MaxNetTickRate=120
NetConnectionClassName="/Script/OnlineSubsystemUtils.IpConnection"
MaxPortCountToTry=512
ResolutionConnectionTimeout=20.0
[DDoSDetection]
bDDoSDetection=false
bDDoSAnalytics=false
DDoSLogSpamLimit=64
HitchTimeQuotaMS=500
HitchFrameTolerance=3
+DetectionSeverity=Burst
+DetectionSeverity=PersistentBurst
+DetectionSeverity=DDoS
+DetectionSeverity=ExpensiveDDoS
+DetectionSeverity=DebilitatingDDoS
; Tune just above the servers worst expected single frame packet count - DDoS detection is effectively off, during this stage
[DDoSDetection.Burst]
bSendEscalateAnalytics=false
EscalateQuotaPacketsPerSec=800
EscalateQuotaDisconnPacketsPerSec=3200
EscalateQuotaBadPacketsPerSec=400
; If a bad enough Burst occurs, automatically escalate to this - enabling time quotas has a cost
[DDoSDetection.PersistentBurst]
bSendEscalateAnalytics=false
EscalateQuotaPacketsPerSec=1600
EscalateQuotaDisconnPacketsPerSec=3200
EscalateQuotaBadPacketsPerSec=800
EscalateTimeQuotaMSPerFrame=10
CooloffTime=10
; Trigger limitation of new connections - tune previous sections escalation, to an unrealistic time/packet quota that would indicate a DDoS
[DDoSDetection.DDoS]
bSendEscalateAnalytics=false
EscalateTimeQuotaMSPerFrame=50
PacketLimitPerFrame=1000
PacketTimeLimitMSPerFrame=16
CooloffTime=10
; Ignore most new connections - tune previous sections escalation, to a time quota that is costly enough to the server, to warrant this
[DDoSDetection.ExpensiveDDoS]
bSendEscalateAnalytics=true
EscalateTimeQuotaMSPerFrame=66
PacketLimitPerFrame=100
PacketTimeLimitMSPerFrame=2
CooloffTime=10
; Ignore new connections, and limit existing connections - tune previous sections escalation, to a time quota that is so costly that this can't be avoided
[DDoSDetection.DebilitatingDDoS]
bSendEscalateAnalytics=true
PacketLimitPerFrame=0
NetConnPacketTimeLimitMSPerFrame=100
CooloffTime=10
[GameNetDriver RPCDoSDetection]
bRPCDoSDetection=false
bRPCDoSAnalytics=false
HitchTimeQuotaMS=1000
HitchSuspendDetectionTimeMS=1000
InitialConnectToleranceMS=2000
RPCBlockWhitelist=ServerUpdateCamera
RPCBlockWhitelist=ServerMove
RPCBlockWhitelist=ServerMovePacked
+DetectionSeverity=Normal
+DetectionSeverity=Hitch
+DetectionSeverity=Burst
+DetectionSeverity=PersistentBurst
+DetectionSeverity=DoS
+DetectionSeverity=ExpensiveDoS
+DetectionSeverity=Kick
[BeaconNetDriver RPCDoSDetection]
bRPCDoSDetection=false
bRPCDoSAnalytics=false
HitchTimeQuotaMS=1000
HitchSuspendDetectionTimeMS=1000
InitialConnectToleranceMS=2000
+DetectionSeverity=Normal
+DetectionSeverity=Hitch
+DetectionSeverity=Burst
+DetectionSeverity=PersistentBurst
+DetectionSeverity=DoS
+DetectionSeverity=ExpensiveDoS
+DetectionSeverity=Kick
; Normal conditions below these thresholds
[RPCDoSDetection.Normal]
EscalateQuotaRPCsPerFrame=256
EscalateTimeQuotaMSPerFrame=10
; Possible hitch encountered, spread the checks over a period of time instead of per frame
[RPCDoSDetection.Hitch]
EscalateQuotaRPCsPerPeriod=512
EscalateTimeQuotaMSPerPeriod=50
EscalateQuotaTimePeriod=2
CooloffTime=5
AutoEscalateTime=10
; A burst of RPC's was received (either large number of RPC's, or smaller number of expensive RPC's), spread checks out more but restrict time limits a bit
[RPCDoSDetection.Burst]
EscalateQuotaRPCsPerPeriod=1024
EscalateTimeQuotaMSPerPeriod=512
EscalateQuotaTimePeriod=8
CooloffTime=5
AutoEscalateTime=8
; Begin monitoring the composition of RPC's in the Burst, for logging/analytics - and begin sending escalation analytics, due to potential cost
[RPCDoSDetection.PersistentBurst]
bLogEscalate=true
bSendEscalateAnalytics=true
bTrackRecentRPCs=true
EscalateQuotaRPCsPerPeriod=2048
EscalateTimeQuotaMSPerPeriod=1024
EscalateQuotaTimePeriod=8
EscalationCountTolerance=15
EscalationTimeToleranceMS=8000
CooloffTime=5
AutoEscalateTime=8
; Begin limiting RPC's, set more generous escalation limits to minimize false positives
[RPCDoSDetection.DoS]
bLogEscalate=true
bSendEscalateAnalytics=true
bTrackRecentRPCs=true
EscalateQuotaRPCsPerPeriod=4096
EscalateTimeQuotaMSPerPeriod=2048
EscalateQuotaTimePeriod=8
EscalationCountTolerance=10
EscalationTimeToleranceMS=8000
RPCRepeatLimitPerPeriod=512
RPCRepeatLimitMSPerPeriod=1024
RPCRepeatLimitTimePeriod=4
CooloffTime=10
AutoEscalateTime=11
; The DoS attack is very expensive - set very high limits before escalating to a kick - in case there are false positives such as badly designed RPC's
[RPCDoSDetection.ExpensiveDoS]
bLogEscalate=true
bSendEscalateAnalytics=true
bTrackRecentRPCs=true
EscalateQuotaRPCsPerPeriod=32768
EscalateTimeQuotaMSPerPeriod=8192
EscalateQuotaTimePeriod=16
EscalationCountTolerance=5
EscalationTimeToleranceMS=8000
RPCRepeatLimitPerPeriod=512
RPCRepeatLimitMSPerPeriod=1024
RPCRepeatLimitTimePeriod=4
CooloffTime=10
; Kick the player
[RPCDoSDetection.Kick]
bLogEscalate=true
bSendEscalateAnalytics=true
bKickPlayer=true
[/Script/Engine.DemoNetDriver]
NetConnectionClassName="/Script/Engine.DemoNetConnection"
DemoSpectatorClass=Engine.PlayerController
SpawnPrioritySeconds=60.0
!ChannelDefinitions=CLEAR_ARRAY
+ChannelDefinitions=(ChannelName=Control, ClassName=/Script/Engine.ControlChannel, StaticChannelIndex=0, bTickOnCreate=true, bServerOpen=false, bClientOpen=true, bInitialServer=false, bInitialClient=true)
+ChannelDefinitions=(ChannelName=Actor, ClassName=/Script/Engine.ActorChannel, StaticChannelIndex=-1, bTickOnCreate=false, bServerOpen=true, bClientOpen=false, bInitialServer=false, bInitialClient=false)
[TextureStreaming]
NeverStreamOutRenderAssets=False
MinTextureResidentMipCount=7
PoolSize=160
MemoryMargin=5
MinFudgeFactor=1
LoadMapTimeLimit=20.0
LightmapStreamingFactor=0.2
ShadowmapStreamingFactor=0.2
MaxLightmapRadius=10000.0
AllowStreamingLightmaps=True
UseDynamicStreaming=True
BoostPlayerTextures=3.0
[/Script/UnrealEd.EditorEngine]
LocalPlayerClassName=/Script/Engine.LocalPlayer
GameCommandLine=-log
FOVAngle=90.000000
GodMode=True
UseAxisIndicator=True
HeightMapExportClassName="TerrainHeightMapExporterTextT3D"
bCustomCameraAlignEmitter=true
CustomCameraAlignEmitterDistance=100.0
bDrawSocketsInGMode=false
bSmoothFrameRate=false
SmoothedFrameRateRange=(LowerBound=(Type="ERangeBoundTypes::Inclusive",Value=5),UpperBound=(Type="ERangeBoundTypes::Inclusive",Value=120))
UseOldStyleMICEditorGroups=true
InEditorGameURLOptions=
[/Script/UnrealEd.UnrealEdEngine]
AutoSaveIndex=0
+TemplateMapInfos=(Thumbnail="/Engine/Maps/Templates/Thumbnails/OpenWorld.OpenWorld",Map="/Engine/Maps/Templates/OpenWorld",DisplayName="Open World",Category="OpenWorld")
+TemplateMapInfos=(Thumbnail="/Engine/Maps/Templates/Thumbnails/Basic.Basic",Map="/Engine/Maps/Templates/Template_Default",DisplayName="Basic")
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/Cross
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/Cross_Mat
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/PhAT_BoneSelectedMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/PhAT_ElemSelectedMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/PhAT_JointLimitMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/PhAT_NoCollisionMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/PhAT_UnselectedMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/TargetIcon
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/Tick
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/Tick_Mat
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/WidgetGridVertexColorMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/WidgetGridVertexColorMaterial_Ma
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/WidgetMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/WidgetMaterial_Current
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/WidgetMaterial_X
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/WidgetMaterial_Y
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/WidgetMaterial_Z
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/WidgetVertexColorMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/LevelGridMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/TilingAAGrid
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/TilingAALineBoxFiltered
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/TilingAALineIntegral
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/ParticleSystems/PSysThumbnail_NoImage
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/ParticleSystems/PSysThumbnail_OOD
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/Thumbnails/FloorPlaneMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/Thumbnails/SkySphereMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMeshes/EditorCube
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMeshes/EditorCylinder
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMeshes/EditorPlane
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMeshes/EditorSkySphere
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMeshes/EditorSphere
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/Bad
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/Bkgnd
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/BkgndHi
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/BSPVertex
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/MatInstActSprite
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/SceneManager
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/SmallFont
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_Actor
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_TextRenderActorIcon
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_Emitter
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_ExpoHeightFog
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_KBSJoint
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_KHinge
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_KPrismatic
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_LevelSequence
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_NavP
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_Note
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_Player
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_RadForce
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_ReflActorIcon
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_Thruster
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_Trigger
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_VectorFieldVol
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/AI/S_NavLink
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/LightIcons/S_LightDirectional
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/LightIcons/S_LightDirectionalMove
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/LightIcons/S_LightError
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/LightIcons/S_LightPoint
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/LightIcons/S_LightPointMove
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/LightIcons/S_LightSpot
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/LightIcons/S_LightSpotMove
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/BlinkingCaret
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultBokeh
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultBloomKernel
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultDeferredDecalMaterial
;+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultPostProcessMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultDiffuse
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultLightFunctionMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/WorldGridMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultNormal
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultPhysicalMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultWhiteGrid
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/EditorBrushMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/Good64x64TilingNoiseHighFreq
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/Grid
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/Grid_N
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/HighResScreenshot
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/HighResScreenshotMask
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/HighResScreenshotCaptureRegion
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/LandscapeHolePhysicalMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/MiniFont
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/PaperDiffuse
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/PaperNormal
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/PhysMat_Rubber
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/PreintegratedSkinBRDF
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/RemoveSurfaceMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/WeightMapPlaceholderTexture
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineFonts/SmallFont
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineFonts/TinyFont
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineFonts/Roboto
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineFonts/RobotoTiny
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineResources/Black
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineResources/DefaultTexture
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineResources/DefaultTextureCube
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineResources/M_StreamingPause
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineResources/WhiteSquareTexture
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineResources/GradientTexture0
[DevOptions.Shaders]
; See FShaderCompilingManager for documentation on what these do
bAllowCompilingThroughWorkers=True
bAllowAsynchronousShaderCompiling=True
; Make sure we don't starve loading threads
NumUnusedShaderCompilingThreads=3
; Make sure the game has enough cores available to maintain reasonable performance
NumUnusedShaderCompilingThreadsDuringGame=4
; Core count threshold. Below this amount will use NumUnusedShaderCompilingThreads. Above this threshold will use PercentageUnusedShaderCompilingThreads when determining the number of cores to reserve.
ShaderCompilerCoreCountThreshold=12
; Percentage of your available logical cores that will be reserved and NOT used for shader compilation
; 0 means use all your cores to compile Shaders
; 100 means use none of your cores to compile shaders (it will still use 1 core).
PercentageUnusedShaderCompilingThreads=50
; Batching multiple jobs to reduce file overhead, but not so many that latency of blocking compiles is hurt
MaxShaderJobBatchSize=10
bPromptToRetryFailedShaderCompiles=False
bLogJobCompletionTimes=False
; Only using 10ms of game thread time per frame to process async shader maps
ProcessGameThreadTargetTime=.01
; For regular machines, wait this many seconds before exiting an unused worker (float value)
WorkerTimeToLive=20
; For build machines, wait this many seconds before exiting an unused worker (float value)
BuildWorkerTimeToLive=1200
; Set process priority for ShaderCompileWorker (0 is normal)
WorkerProcessPriority=-1
; These values are for build machines only currently to reduce the number of SCWs spawned to reduce memory pressure
bUseVirtualCores = False
; CookerMemoryUsedInGB = 49
; MemoryToLeaveForTheOSInGB = 3
; MemoryUsedPerSCWProcessInGB = 0.4
; MinSCWsToSpawnBeforeWarning = 8
; Use SCW memory pressure calculations regardless of whether cooking is done on a build machine
; Note: CookerMemoryUsedInGB, MemoryToLeaveForTheOSInGB, MemoryUsedPerSCWProcessInGB must all be set to enable
bForceUseSCWMemoryPressureLimits = False
; Temporarily disable chunking of the PSO cache as the runtime code isn't yet in place
bDoNotChunkPSOCache=True
[ShaderCompiler]
; Shader symbol cvars that can be overridden per platform.
; Generate and write shader symbols
r.Shaders.Symbols=0
; Generate shader symbols but don't write to disk
r.Shaders.GenerateSymbols=0
; Write generated shader symbols to disk
r.Shaders.WriteSymbols=0
; Write generated symbols to a single zip file
r.Shaders.WriteSymbols.Zip=0
; Override the path that symbols are written to.
r.Shaders.SymbolPathOverride=""
; Base shader symbols off of source and not generated shaders
r.Shaders.AllowUniqueSymbols=0
[ShaderCompiler_BuildMachine]
; Build machine specific shader symbol cvars that can be overridden per platform.
; Generate and write shader symbols
r.Shaders.Symbols=0
; Generate shader symbols but don't write to disk
r.Shaders.GenerateSymbols=0
; Write generated shader symbols to disk
r.Shaders.WriteSymbols=0
; Write generated symbols to a single zip file
r.Shaders.WriteSymbols.Zip=0
; Override the path that symbols are written to.
r.Shaders.SymbolPathOverride=""
; Base shader symbols off of source and not generated shaders
r.Shaders.AllowUniqueSymbols=0
[Rendering.AutoScreenPercentage]
MinDisplayResolution=720
MinRenderingResolution=720
MidDisplayResolution=2160
MidRenderingResolution=1080
MaxDisplayResolution=4320
MaxRenderingResolution=1440
[LogFiles]
PurgeLogsDays=5
MaxLogFilesOnDisk=10
LogTimes=True
[Kismet]
AllowDerivedBlueprints=true
CompileDisplaysBinaryBackend=false
CompileDisplaysAnimBlueprintBackend=false
bTurnOffEditorConstructionScript=false
bLogPrintStringSource=true
PrintStringDuration=2.0
bUseLocalGraphVariables=false
bPersistentUberGraphFrame=true
bReinstanceOnlyWhenNecessary=true
bChangeDefaultValueWithoutReinstancing=true
bDisplaysLayout=false
bOptimizeExecutionFlowStack=true
bOptimizeAdjacentStates=true
bEnableInheritableComponents=true
bDeferDependencyLoads=true
bForceDisableCookedDependencyDeferring=false
bExecutionAfterReturn=false
bCanSuppressAccessViolation=false
bIgnoreCompileOnLoadErrorsOnBuildMachine=false
bAllowNativeComponentClassOverrides=true
bUseLegacyAnimBlueprintThreadSafetyChecks=true
bThreadSafetyStrictPrivateMemberChecks=false
[/Script/Engine.Blueprint]
bRecompileOnLoad=true
[/Script/Engine.LevelScriptBlueprint]
bRecompileOnLoad=true
[/Script/Engine.AnimBlueprint]
bRecompileOnLoad=true
[CustomStats]
+LD=Streaming fudge factor
+LD=FrameTime
+LD=Terrain Smooth Time
+LD=Terrain Render Time
+LD=Terrain Triangles
+LD=Static Mesh Tris
+LD=Skel Mesh Tris
+LD=Skel Verts CPU Skin
+LD=Skel Verts GPU Skin
+LD=30+ FPS
+LD=Total CPU rendering time
+LD=Total GPU rendering time
+LD=Occluded primitives
+LD=Projected shadows
+LD=Visible static mesh elements
+LD=Visible dynamic primitives
+LD=Texture Pool Size
+LD=Physical Memory Used
+LD=Virtual Memory Used
+LD=Audio Memory Used
+LD=Texture Memory Used
+LD=360 Texture Memory Used
+LD=Animation Memory
+LD=Navigation Memory
+LD=Vertex Lighting Memory
+LD=StaticMesh Vertex Memory
+LD=StaticMesh Index Memory
+LD=SkeletalMesh Vertex Memory
+LD=SkeletalMesh Index Memory
+MEMLEAN=Virtual Memory Used
+MEMLEAN=Audio Memory Used
+MEMLEAN=Animation Memory
+MEMLEAN=Vertex Lighting Memory
+MEMLEAN=StaticMesh Vertex Memory
+MEMLEAN=StaticMesh Index Memory
+MEMLEAN=SkeletalMesh Vertex Memory
+MEMLEAN=SkeletalMesh Index Memory
+MEMLEAN=VertexShader Memory
+MEMLEAN=PixelShader Memory
+MEMLEAN=Navigation Memory
+GameThread=Async Loading Time
+GameThread=Audio Update Time
+GameThread=FrameTime
+GameThread=HUD Time
+GameThread=Input Time
+GameThread=Kismet Time
+GameThread=Move Actor Time
+GameThread=RHI Game Tick
+GameThread=RedrawViewports
+GameThread=Script time
+GameThread=Tick Time
+GameThread=Update Components Time
+GameThread=World Tick Time
+GameThread=Async Work Wait
+GameThread=PerFrameCapture
+GameThread=DynamicLightEnvComp Tick
+Mobile=ES2 Draw Calls
+Mobile=ES2 Draw Calls (UP)
+Mobile=ES2 Triangles Drawn
+Mobile=ES2 Triangles Drawn (UP)
+Mobile=ES2 Program Count
+Mobile=ES2 Program Count (PP)
+Mobile=ES2 Program Changes
+Mobile=ES2 Uniform Updates (Bytes)
+Mobile=ES2 Base Texture Binds
+Mobile=ES2 Detail Texture Binds
+Mobile=ES2 Lightmap Texture Binds
+Mobile=ES2 Environment Texture Binds
+Mobile=ES2 Bump Offset Texture Binds
+Mobile=Frustum Culled primitives
+Mobile=Statically occluded primitives
+SplitScreen=Processed primitives
+SplitScreen=Mesh draw calls
+SplitScreen=Mesh Particles
+SplitScreen=Particle Draw Calls
[MemReportCommands]
; These commands are run when memreport is executed, and output to a profile file
+Cmd="Mem FromReport"
+Cmd="LogCountedInstances"
+Cmd="obj list -resourcesizesort"
+Cmd="rhi.DumpMemory"
+Cmd="rhi.DumpResourceMemory"
+Cmd="rhi.dumpresourcememory summary name=Lumen"
+Cmd="rhi.dumpresourcememory summary name=Nanite"
+Cmd="rhi.dumpresourcememory summary name=Shadow"
+Cmd="rhi.dumpresourcememory summary name=DistanceFields"
+Cmd="rhi.dumpresourcememory summary name=GPUScene"
+Cmd="rhi.dumpresourcememory summary name=SkinCache"
+Cmd="rhi.dumpresourcememory summary name=TangentsRHIBuffer"
+Cmd="rhi.dumpresourcememory summary name=IndexBuffer"
+Cmd="rhi.dumpresourcememory summary name=VertexBuffer"
+Cmd="rhi.dumpresourcememory summary name=TexCoordRHIBuffer"
+Cmd="rhi.dumpresourcememory summary name=None"
+Cmd="rhi.dumpresourcememory summary Type=TextureCube"
+Cmd="rhi.dumpresourcememory summary name=CaptureCube"
+Cmd="rhi.dumpresourcememory summary name=MorphDeltasVB"
+Cmd="rhi.dumpresourcememory summary name=VertexIndicesVB"
+Cmd="rhi.dumpresourcememory summary name=VirtualTexture"
+Cmd="rhi.dumpresourcememory summary name=VirtualPhysicalTexture"
+Cmd="rhi.dumpresourcememory summary name=VolumetricFog"
+Cmd="rhi.dumpresourcememory summary name=Hair"
+Cmd="rhi.dumpresourcememory summary name=Subsurface"
+Cmd="obj list class=SkeletalMesh -resourcesizesort"
+Cmd="obj list class=StaticMesh -resourcesizesort"
+Cmd="listtextures nonvt"
+Cmd="listtextures uncompressed"
+Cmd="LogOutStatLevels"
+Cmd="ListSpawnedActors"
+Cmd="wp.DumpDataLayers"
+Cmd="wp.DumpStreamingSources"
[MemReportFullCommands]
; Additional commands to run with memreport -full
+Cmd="DumpParticleMem"
+Cmd="ConfigMem"
+Cmd="r.DumpRenderTargetPoolMemory"
+Cmd="ListTextures"
+Cmd="ListParticleSystems -alphasort"
+Cmd="obj list class=SoundWave -alphasort"
+Cmd="obj list class=SkeletalMesh -alphasort"
+Cmd="obj list class=StaticMesh -alphasort"
+Cmd="obj list class=Level -alphasort"
+Cmd="obj list class=StaticMeshComponent -alphasort"
[MemoryPools]
FLightPrimitiveInteractionInitialBlockSize=512
[ProcessLimits]
VirtualMemoryLimitInKB=0
[SystemSettings]
; Most console variables can be set in this section of DefaultEngine.ini to override their default values
; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
; the following 4 lines verify the console variable system behavior with the ECVF_Cheat flag
con.DebugEarlyDefault = True
con.DebugEarlyCheat = True
con.DebugLateDefault = True
con.DebugLateCheat = True
!LogNamedEventFilters=ClearArray
+LogNamedEventFilters="Frame *"
[SystemSettingsEditor]
; System settings overrides for the editor. Ideally the editor should use the same settings as the game.
; Do not vsync in the editor. Throws off gpu profiling.
r.VSync=0
; Parallel rendering has not been tested in the editor so just disable it.
r.RHICmdBypass=0
[SystemSettingsSplitScreen2]
; System settings overrides for split screen
; Use medium detail mode in splitscreen, this allows LD's to mark meshes as High detail and they won't render in SS
; Removed for now because this value is getting applied all the time, even in non-splitscreen. Splitscreen generally needs
; work anyway, so this won't cause any issues.
;r.DetailMode=1
[OnlineSubsystem]
bHasVoiceEnabled=true
; Internal
VoiceNotificationDelta=0.33
; Steam
;VoiceNotificationDelta=0.2
MaxLocalTalkers=1
MaxRemoteTalkers=16
PollingIntervalInMs=20
bUseBuildIdOverride=false
BuildIdOverride=0
!AdditionalModulesToLoad=Clear
+AdditionalModulesToLoad=HTTP
+AdditionalModulesToLoad=XMPP
[OnlineSubsystemSteam]
bEnabled=false
SteamDevAppId=0
GameServerQueryPort=27015
bInitServerOnClient=false
bRelaunchInSteam=false
GameVersion=1.0.0.0
bVACEnabled=1
bAllowP2PPacketRelay=true
P2PConnectionTimeout=90
[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="/Script/OnlineSubsystemSteam.SteamNetConnection"
[/Script/SteamSockets.SteamSocketsNetDriver]
NetConnectionClassName="/Script/SteamSockets.SteamSocketsNetConnection"
ConnectionTimeout=80.0
InitialConnectTimeout=120.0
NetServerMaxTickRate=30
MaxNetTickRate=120
KeepAliveTime=0.2
MaxClientRate=100000
MaxInternetClientRate=100000
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
[OnlineSubsystemAmazon]
bEnabled=false
[OnlineSubsystemGoogle]
bEnabled=false
[OnlineSubsystemGoogle.OnlineIdentityGoogle]
LoginRedirectUrl="http://127.0.0.1"
+LoginDomains=".google.com"
RedirectPort=9001
[OnlineSubsystemFacebook]
bEnabled=false
APIVer="v15.0"
[OnlineSubsystemFacebook.OnlineIdentityFacebook]
LoginUrl="https://www.facebook.com/`ver/dialog/oauth"
LoginRedirectUrl="https://www.facebook.com/connect/login_success.html"
MeURL="https://graph.facebook.com/`ver/me?access_token=`token"
+LoginDomains=".facebook.com"
bUsePopup=true
[OnlineSubsystemFacebook.OnlineSharingFacebook]
PermissionsURL="https://graph.facebook.com/`ver/me/permissions?access_token=`token"
[OnlineSubsystemFacebook.OnlineFriendsFacebook]
FriendsUrl="https://graph.facebook.com/`ver/me/friends?fields=`fields&access_token=`token"
[OnlineSubsystemSamsung]
bEnabled=true
[OnlineSubsystemSamsung.OnlinePurchaseSamsung]
QueryReceiptsResumeFailDelaySeconds=2.0
CheckoutResumeFailDelaySeconds=2.0
bIncludeSamsungLocText=true
[OnlineSubsystemApple]
bEnabled=false
[/Script/OnlineSubsystemEOS.EOSSettings]
+AuthScopeFlags="BasicProfile"
+AuthScopeFlags="FriendsList"
+AuthScopeFlags="Presence"
[OnlineSubsystemNull]
bEnabled=true
bAutoLoginAtStartup=true
bRequireLoginCredentials=false
bAddUserNumToNullId=false
bForceStableNullId=false
bForceOfflineMode=false
Achievement_0_Id=null-ach-0
Achievement_0_bIsHidden=false
Achievement_0_Title="Achievement 0"
Achievement_0_LockedDesc="Achieve achievement 0"
Achievement_0_UnlockedDesc="Achievement 0 achieved"
Achievement_1_Id=null-ach-1
Achievement_1_bIsHidden=false
Achievement_1_Title="Achievement 1"
Achievement_1_LockedDesc="Achieve achievement 1"
Achievement_1_UnlockedDesc="Achievement 1 achieved"
Achievement_2_Id=null-ach-2
Achievement_2_bIsHidden=false
Achievement_2_Title="Achievement 2"
Achievement_2_LockedDesc="Achieve achievement 2"
Achievement_2_UnlockedDesc="Achievement 2 achieved"
Achievement_3_Id=null-ach-3
Achievement_3_bIsHidden=false
Achievement_3_Title="Achievement 3"
Achievement_3_LockedDesc="Achieve achievement 3"
Achievement_3_UnlockedDesc="Achievement 3 achieved"
Achievement_4_Id=null-ach-4
Achievement_4_bIsHidden=false
Achievement_4_Title="Achievement 4"
Achievement_4_LockedDesc="Achieve achievement 4"
Achievement_4_UnlockedDesc="Achievement 4 achieved"
Achievement_5_Id=null-ach-5
Achievement_5_bIsHidden=false
Achievement_5_Title="Achievement 5"
Achievement_5_LockedDesc="Achieve achievement 5"
Achievement_5_UnlockedDesc="Achievement 5 achieved"
Achievement_6_Id=null-ach-6
Achievement_6_bIsHidden=false
Achievement_6_Title="Achievement 6"
Achievement_6_LockedDesc="Achieve achievement 6"
Achievement_6_UnlockedDesc="Achievement 6 achieved"
Achievement_7_Id=null-ach-7
Achievement_7_bIsHidden=false
Achievement_7_Title="Achievement 7"
Achievement_7_LockedDesc="Achieve achievement 7"
Achievement_7_UnlockedDesc="Achievement 7 achieved"
Achievement_8_Id=null-ach-8
Achievement_8_bIsHidden=false
Achievement_8_Title="Achievement 8"
Achievement_8_LockedDesc="Achieve achievement 8"
Achievement_8_UnlockedDesc="Achievement 8 achieved"
Achievement_9_Id=null-ach-9
Achievement_9_bIsHidden=false
Achievement_9_Title="Achievement 9"
Achievement_9_LockedDesc="Achieve achievement 9"
Achievement_9_UnlockedDesc="Achievement 9 achieved"
[/Script/OnlineSubsystemUtils.OnlineBeacon]
BeaconConnectionInitialTimeout=5.0
BeaconConnectionTimeout=45.0
[/Script/OnlineSubsystemUtils.OnlineBeaconHost]
ListenPort=15000
[/Script/OnlineSubsystemUtils.PartyBeaconHost]
bLogoutOnSessionTimeout=true
SessionTimeoutSecs=10
TravelSessionTimeoutSecs=45
[/Script/OnlineSubsystemUtils.SpectatorBeaconHost]
bLogoutOnSessionTimeout=true
SessionTimeoutSecs=10
TravelSessionTimeoutSecs=45
[/Script/Lobby.LobbyBeaconClient]
BeaconConnectionInitialTimeout=90.0
BeaconConnectionTimeout=45.0
[OnlineServices.Lobbies]
+SchemaDescriptors=(Id="LobbyBase", CategoryIds=("Lobby", "LobbyMember"))
+SchemaCategoryDescriptors=(Id="Lobby", ServiceDescriptorId="Lobby")
+SchemaCategoryDescriptors=(Id="LobbyMember", ServiceDescriptorId="LobbyMember")
+SchemaCategoryAttributeDescriptors=(SchemaId="LobbyBase", CategoryId="Lobby", AttributeIds=("SchemaCompatibilityId"))
+SchemaCategoryAttributeDescriptors=(SchemaId="LobbyBase", CategoryId="LobbyMember")
+SchemaAttributeDescriptors=(Id="SchemaCompatibilityId", Type="Int64", Flags=("Public", "SchemaCompatibilityId"))
[StaticMeshLODSettings]
LevelArchitecture=(NumLODs=4,MaxNumStreamedLODs=0,bSupportLODStreaming=0,LightMapResolution=32,LODPercentTriangles=50,PixelError=12,SilhouetteImportance=4,Name=LOCTEXT("LevelArchitectureLOD","Level Architecture"))
SmallProp=(NumLODs=4,MaxNumStreamedLODs=0,bSupportLODStreaming=0,LODPercentTriangles=50,PixelError=10,Name=LOCTEXT("SmallPropLOD","Small Prop"))
LargeProp=(NumLODs=4,MaxNumStreamedLODs=0,bSupportLODStreaming=0,LODPercentTriangles=50,PixelError=10,Name=LOCTEXT("LargePropLOD","Large Prop"))
Deco=(NumLODs=4,MaxNumStreamedLODs=0,bSupportLODStreaming=0,LODPercentTriangles=50,PixelError=10,Name=LOCTEXT("DecoLOD","Deco"))
Vista=(NumLODs=1,MaxNumStreamedLODs=0,bSupportLODStreaming=0,Name=LOCTEXT("VistaLOD","Vista"))
Foliage=(NumLODs=1,MaxNumStreamedLODs=0,bSupportLODStreaming=0,Name=LOCTEXT("FoliageLOD","Foliage"))
HighDetail=(NumLODs=6,MaxNumStreamedLODs=0,bSupportLODStreaming=0,LODPercentTriangles=50,PixelError=6,Name=LOCTEXT("HighDetailLOD","High Detail"))
[TextureTracking]
;TextureName=T_GD_Traffic_Crosswalk_01
; Config for RuntimeAssetCache asset groups.
; Each group can be managed separately (e.g. advertisement cache, character image cache etc.)
; For each group a name must be specified. Size is optional and defaults to 5MB. Size in
; ini file is stored as number of bytes. E.g.:
; [RuntimeAssetCache]
; +BucketConfigs=(Name="CharacterImage", Size=3000000)
; +BucketConfigs=(Name="Advertisement", Size=4000000)
[RuntimeAssetCache]
+BucketConfigs=(Name="DefaultBucket", Size=10000000)
PathToRAC=RuntimeAssetCache
[Zen]
AutoLaunch=true
[Zen.AutoLaunch]
DataPath=%APPSETTINGSDIR%Zen/Data
LocalDataCachePathEnvOverride=UE-LocalDataCachePath
LocalDataCachePathEditorOverrideSetting=LocalDerivedDataCache
ExtraArgs=--http asio --gc-cache-duration-seconds 2937600 --gc-interval-seconds 21600
[Zen.ConnectExisting]
HostName=localhost
Port=1337
; Each key defines settings for an Unreal Cloud DDC server.
; The key is used in the ServerID field of a Cloud node in a graph for DDC.
; Host: The URI for the server to connect to, e.g., https://jupiter.example.com.
; EnvHostOverride: The name of an environment variable that can override the host, e.g., UE-CloudDataCacheHost.
; CommandLineHostOverride: The name of a command line switch that can override the host, e.g., CloudDataCacheHost.
; HostPinnedPublicKeys: A semicolon-delimited list of pinned public keys for the host.
; ResolveHostCanonicalName: Whether to resolve the host to a canonical name, e.g., for pinning to a region. Default is true.
; Namespace: The cache namespace to use on the server. Required.
; OAuthProvider: The URI for the OAuth provider to use for authentication. Optional.
; OAuthClientId: The client ID to use with the OAuth provider. Optional.
; OAuthSecret: The secret to use with the OAuth provider. Optional. May start with file:// to load the secret from a file.
; CommandLineOAuthSecretOverride: The name of a command line switch that can override the OAuth secret, e.g., CloudDataCacheOAuthSecret. Optional.
; OAuthScope: The scope to use with the OAuth provider. Default is cache_access.
; OAuthProviderIdentifier: The provider ID when using OIDC. Optional.
; OAuthAccessTokenEnvOverride: The name of a command line switch that can provide the OAuth access token to use, e.g., UE-CloudDataCacheAccessToken. Optional.
; OAuthPinnedPublicKeys: A semicolon-delimited list of pinned public keys for the OAuth provider. Optional.
; ReadOnly: Whether the cache is treated as read-only. Default is false.
[StorageServers]
Default=(Host=None, Namespace="ue.ddc")
; Derived Data backend graphs
; Each of the below backend graph sections contains a set of nodes used to create derived data backend graph.
; DerivedDataBackendGraph is the default graph for source builds, and InstalledDerivedDataBackendGraph is the default for installed builds.
; Others can be specified on the command line using:
; -DDC=GraphSectionName (for example: -DDC=NoShared)
; Each graph should start with a 'Root' node. The names of the other nodes are not predefined.
; Supported node types are: KeyLength, AsyncPut, Hierarchical, FileSystem, Zen, Cloud, S3, ReadPak, WritePak, Verify
; The order that nodes are defined in is not relevant.
; FileSystem backends can be disabled by setting the corresponding environment variable to 'None'. E.g., UE-SharedDataCachePath=None
; Cloud backends can be disabled by setting the corresponding environment variable to 'None'. E.g., UE-CloudDataCachePath=None
[DerivedDataBackendGraph]
; Configure the hierarchy as the root of the cache. Reads access the nodes in order until satisfied. Writes go to every writable node.
Root=(Type=Hierarchical, Inner=Pak, Inner=EnginePak, Inner=Local, Inner=Shared, Inner=Cloud)
; Configure the local cache. This is a FileSystem cache with the following parameters:
; ReadOnly: Can data be written to this layer. Default is false.
; Touch: Update timestamps on every access instead of only after 1/4 of UnusedFileAge. Default is false.
; PurgeTransient: Delete transient data from the cache. Default is false.
; Clean: Perform a cleanup of old files on launch. Default is false.
; Flush: Clear the DDC and start over on launch. Default is false.
; DeleteUnused: Whether to clean up old files on a background thread. Default is true.
; UnusedFileAge: Age since last access after which files are removed. Default is 15 days.
; FoldersToClean: Max number of folders to clean in a session. -1 = Unlimited. Default is -1.
; PromptIfMissing: If the path does not exist a warning prompt will be shown. This is useful for shared DDCs where the mount may have dropped. Default is false.
; ConsiderSlowAt: If access times are less than this value in ms then some operations will be disabled to improve performance. Default is 50ms.
; MaxFileChecksPerSec: Maximum file cleanup checks to do in one second. Default is configured in Engine:[DDCCleanup]:MaxFileChecksPerSec.
; Path: Path to use for the filesystem DDC.
; EnvPathOverride: An environment variable that if set will be used instead of Path. E.g., UE-LocalDataCachePath=D:\DDC. ('None' disables the DDC)
; CommandLineOverride: A command line argument used in preference to the Path / EnvPathOverride settings. E.g., -SharedDataCachePath=\\someshare\folder
; EditorOverrideSetting: Editor user setting that overrides the Path / EnvPathOverride line values.
; LegacyMode: Where to look for legacy cache keys in storage. One of ValueOnly, ValueWithLegacyFallback, LegacyOnly.
; ValueOnly: Look only for compressed data in the 5.0+ directory layout.
; LegacyOnly: Look only for uncompressed data in the pre-5.0 directory layout.
; ValueWithLegacyFallback: Look in the 5.0+ location but fall back to the pre-5.0 location on miss.
Local=(Type=FileSystem, PurgeTransient=true, UnusedFileAge=34, PromptIfMissing=true, Path=%ENGINEDIR%DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath, EditorOverrideSetting=LocalDerivedDataCache, CommandLineOverride=LocalDataCachePath)
; Configure the shared cache that is accessed after local.
Shared=(Type=FileSystem, UnusedFileAge=10, FoldersToClean=10, ConsiderSlowAt=70, Path=?EpicDDC, EnvPathOverride=UE-SharedDataCachePath, EditorOverrideSetting=SharedDerivedDataCache, CommandLineOverride=SharedDataCachePath)
; Configure the cloud cache that is accessed after shared.
Cloud=(Type=Cloud, ServerID=Default, EnvHostOverride=UE-CloudDataCacheHost, CommandLineHostOverride=CloudDataCacheHost, CommandLineOAuthSecretOverride="CloudDataCacheOAuthSecret", OAuthAccessTokenEnvOverride="UE-CloudDataCacheAccessToken")
; Configure a Project Pak node. This is a pre-generated DDC data file for the project that can be distributed to reduce runtime fetches/generation
; See documentation for how to create a DDP via the DerivedDataCache commandlet
Pak=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/DDC.ddp")
; Configure a Project Pak node. This is a pre-generated DDC data file for the engine that can be distributed to reduce runtime fetches/generation
EnginePak=(Type=ReadPak, Filename="%ENGINEDIR%DerivedDataCache/DDC.ddp")
[InstalledDerivedDataBackendGraph]
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=Pak, Inner=CompressedPak, Inner=EnginePak, Inner=EnterprisePak, Inner=Local, Inner=Shared, Inner=Cloud)
Local=(Type=FileSystem, PurgeTransient=true, UnusedFileAge=34, Path="%ENGINEVERSIONAGNOSTICUSERDIR%DerivedDataCache", EnvPathOverride=UE-LocalDataCachePath, EditorOverrideSetting=LocalDerivedDataCache)
Shared=(Type=FileSystem, UnusedFileAge=10, FoldersToClean=10, ConsiderSlowAt=70, Path=?EpicDDC, EnvPathOverride=UE-SharedDataCachePath, EditorOverrideSetting=SharedDerivedDataCache, CommandLineOverride=SharedDataCachePath)
Cloud=(Type=Cloud, ServerID=Default, EnvHostOverride=UE-CloudDataCacheHost, CommandLineHostOverride=CloudDataCacheHost, CommandLineOAuthSecretOverride="CloudDataCacheOAuthSecret", OAuthAccessTokenEnvOverride="UE-CloudDataCacheAccessToken")
Pak=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/DDC.ddp")
CompressedPak=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/Compressed.ddp", Compressed=true)
EnginePak=(Type=ReadPak, Filename=../../../Engine/DerivedDataCache/Compressed.ddp, Compressed=true)
EnterprisePak=(Type=ReadPak, Filename=../../../Enterprise/DerivedDataCache/Compressed.ddp, Compressed=true)
[ZenOnlyDDC]
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Zen)
Zen=(Type=Zen, Namespace="ue.ddc")
[ZenDDC]
Root=(Type=Hierarchical, Inner=Pak, Inner=EnginePak, Inner=Local, Inner=ZenLocal, Inner=Shared, Inner=Cloud)
Local=(Type=FileSystem, PurgeTransient=true, DeleteOnly=true, UnusedFileAge=34, PromptIfMissing=true, Path=%ENGINEDIR%DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath, EditorOverrideSetting=LocalDerivedDataCache, CommandLineOverride=LocalDataCachePath)
ZenLocal=(Type=Zen, Namespace="ue.ddc")
Shared=(Type=FileSystem, UnusedFileAge=10, FoldersToClean=10, ConsiderSlowAt=70, Path=?EpicDDC, EnvPathOverride=UE-SharedDataCachePath, EditorOverrideSetting=SharedDerivedDataCache, CommandLineOverride=SharedDataCachePath)
Cloud=(Type=Cloud, ServerID=Default, EnvHostOverride=UE-CloudDataCacheHost, CommandLineHostOverride=CloudDataCacheHost, CommandLineOAuthSecretOverride="CloudDataCacheOAuthSecret", OAuthAccessTokenEnvOverride="UE-CloudDataCacheAccessToken")
Pak=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/DDC.ddp")
EnginePak=(Type=ReadPak, Filename="%ENGINEDIR%DerivedDataCache/DDC.ddp")
[DerivedDataBackendGraph_Fill_Seattle]
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=Pak, Inner=EnginePak, Inner=Local, Inner=Seattle)
Local=(Type=FileSystem, PurgeTransient=true, UnusedFileAge=34, Path=%ENGINEDIR%DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath, EditorOverrideSetting=LocalDerivedDataCache)
Seattle=(Type=FileSystem, UnusedFileAge=23, FoldersToClean=10, Path=?EpicSeaDDC, EnvPathOverride=UE-SharedDataCachePath_Seattle)
Pak=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/DDC.ddp")
EnginePak=(Type=ReadPak, Filename="%ENGINEDIR%DerivedDataCache/DDC.ddp")
[NoShared]
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=Pak, Inner=Local)
Local=(Type=FileSystem, PurgeTransient=true, UnusedFileAge=34, Path=%ENGINEDIR%DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath, EditorOverrideSetting=LocalDerivedDataCache)
Pak=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/DDC.ddp")
; Creates a completely new standalone cache so as to not destroy a valuable populated local cache
[Cold]
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=Local)
Local=(Type=FileSystem, Flush=true, PurgeTransient=true, UnusedFileAge=1, Path="%GAMEDIR%ColdDerivedDataCache")
; Inherits the same standalone cache from [Cold], for incremental performance measurement purposes
[Warm]
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=Local)
Local=(Type=FileSystem, Clean=true, PurgeTransient=true, UnusedFileAge=1, Path="%GAMEDIR%ColdDerivedDataCache")
[CreatePak]
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=PakWrite, Inner=PakRead, Inner=Local, Inner=Shared, Inner=Cloud)
Local=(Type=FileSystem, PurgeTransient=true, UnusedFileAge=34, Path=%ENGINEDIR%DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath, EditorOverrideSetting=LocalDerivedDataCache)
Shared=(Type=FileSystem, DeleteUnused=false, ConsiderSlowAt=70, Path=?EpicDDC, EnvPathOverride=UE-SharedDataCachePath, EditorOverrideSetting=SharedDerivedDataCache, CommandLineOverride=SharedDataCachePath)
Cloud=(Type=Cloud, ServerID=Default, EnvHostOverride=UE-CloudDataCacheHost, CommandLineHostOverride=CloudDataCacheHost, CommandLineOAuthSecretOverride="CloudDataCacheOAuthSecret", OAuthAccessTokenEnvOverride="UE-CloudDataCacheAccessToken")
PakRead=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/DDC.ddp")
PakWrite=(Type=WritePak, Filename="%GAMEDIR%DerivedDataCache/DDC.ddp")
[CreateInstalledProjectPak]
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=EnginePak, Inner=PakWrite, Inner=PakRead, Inner=Local, Inner=Shared, Inner=Cloud)
Local=(Type=FileSystem, PurgeTransient=true, UnusedFileAge=34, Path=%ENGINEDIR%DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath, EditorOverrideSetting=LocalDerivedDataCache)
Shared=(Type=FileSystem, DeleteUnused=false, ConsiderSlowAt=70, Path=?EpicDDC, EnvPathOverride=UE-SharedDataCachePath, EditorOverrideSetting=SharedDerivedDataCache, CommandLineOverride=SharedDataCachePath)
Cloud=(Type=Cloud, ServerID=Default, EnvHostOverride=UE-CloudDataCacheHost, CommandLineHostOverride=CloudDataCacheHost, CommandLineOAuthSecretOverride="CloudDataCacheOAuthSecret", OAuthAccessTokenEnvOverride="UE-CloudDataCacheAccessToken")
EnginePak=(Type=ReadPak, Filename=../../../Engine/DerivedDataCache/Compressed.ddp, Compressed=true)
PakRead=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/Compressed.ddp", Compressed=true)
PakWrite=(Type=WritePak, Filename="%GAMEDIR%DerivedDataCache/Compressed.ddp", Compressed=true)
[CreateInstalledEnginePak]
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=PakWrite, Inner=Local, Inner=Shared, Inner=Cloud)
Local=(Type=FileSystem, PurgeTransient=true, UnusedFileAge=34, Path=%ENGINEDIR%DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath, EditorOverrideSetting=LocalDerivedDataCache)
Shared=(Type=FileSystem, DeleteUnused=false, ConsiderSlowAt=70, Path=?EpicDDC, EnvPathOverride=UE-SharedDataCachePath, EditorOverrideSetting=SharedDerivedDataCache, CommandLineOverride=SharedDataCachePath)
Cloud=(Type=Cloud, ServerID=Default, EnvHostOverride=UE-CloudDataCacheHost, CommandLineHostOverride=CloudDataCacheHost, CommandLineOAuthSecretOverride="CloudDataCacheOAuthSecret", OAuthAccessTokenEnvOverride="UE-CloudDataCacheAccessToken")
PakWrite=(Type=WritePak, Filename="%ENGINEDIR%DerivedDataCache/Compressed.ddp", Compressed=true)
[CreateInstalledEnterprisePak]
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=PakWrite, Inner=Local, Inner=Shared, Inner=Cloud)
Local=(Type=FileSystem, PurgeTransient=true, UnusedFileAge=34, Path=%ENGINEDIR%DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath, EditorOverrideSetting=LocalDerivedDataCache)
Shared=(Type=FileSystem, DeleteUnused=false, ConsiderSlowAt=70, Path=?EpicDDC, EnvPathOverride=UE-SharedDataCachePath, EditorOverrideSetting=SharedDerivedDataCache, CommandLineOverride=SharedDataCachePath)
Cloud=(Type=Cloud, ServerID=Default, EnvHostOverride=UE-CloudDataCacheHost, CommandLineHostOverride=CloudDataCacheHost, CommandLineOAuthSecretOverride="CloudDataCacheOAuthSecret", OAuthAccessTokenEnvOverride="UE-CloudDataCacheAccessToken")
PakWrite=(Type=WritePak, Filename=../../../Enterprise/DerivedDataCache/Compressed.ddp, Compressed=true)
[CreateProjectCache]
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=Local, Inner=Project, Inner=Shared, Inner=Cloud)
Local=(Type=FileSystem, PurgeTransient=true, UnusedFileAge=34, Path=%ENGINEDIR%DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath, EditorOverrideSetting=LocalDerivedDataCache)
Project=(Type=FileSystem, Flush=true, PurgeTransient=true, UnusedFileAge=34, Path=%GAMEDIR%ProjectDerivedData)
Shared=(Type=FileSystem, DeleteUnused=false, ConsiderSlowAt=70, Path=?EpicDDC, EnvPathOverride=UE-SharedDataCachePath, EditorOverrideSetting=SharedDerivedDataCache, CommandLineOverride=SharedDataCachePath)
Cloud=(Type=Cloud, ServerID=Default, EnvHostOverride=UE-CloudDataCacheHost, CommandLineHostOverride=CloudDataCacheHost, CommandLineOAuthSecretOverride="CloudDataCacheOAuthSecret", OAuthAccessTokenEnvOverride="UE-CloudDataCacheAccessToken")
[VirtualTextureChunkDDCCache]
UnusedFileAge=34
MaxFileChecksPerSec=-1 ;no limit
Path=%GAMEDIR%DerivedDataCache/VT
[DDCCleanup]
TimeToWaitAfterInit=120
MaxFileChecksPerSec=1000
[/Script/Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainXFOV
[ContentComparisonReferenceTypes]
+Class=AnimSet
+Class=SkeletalMesh
+Class=SoundCue
+Class=StaticMesh
+Class=ParticleSystem
+Class=Texture2D
[AssetRegistry]
; Default Path Filters not scanned by the asset registry when searching for all assets
; These are long package paths
;+BlacklistPackagePathScanFilters="/Game/__ExternalActors__"
; Default sub content paths that do not get scanned on each mount by the asset registry when searching for all assets
;+BlacklistContentSubPathScanFilters="__ExternalActors__"
; Fill out this list with asset registry tags that are not needed in cooked builds and will be stripped during cook.
; You can use a * wildcard to refer to either all classes or all tags for the class.
; If your game does not need any asset registry tags, simply add (Class=*,Tag=*). Be warned that this this may make some engine systems fail to work since they might need ParentClass or GeneratedClass on Blueprints.
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
+CookedTagsBlacklist=(Class=/Script/Engine.Blueprint,Tag=FiB)
+CookedTagsBlacklist=(Class=/Script/Engine.Blueprint,Tag=FiBData)
+CookedTagsBlacklist=(Class=*,Tag=AssetImportData)
; Alternatively, you can use an allow list which will exclude all tags except those mentioned in this list. Set bUseAssetRegistryTagsWhitelistInsteadOfBlacklist to true to use this list.
bUseAssetRegistryTagsWhitelistInsteadOfBlacklist=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
+CookedTagsWhitelist=(Class=/Script/Engine.Blueprint,Tag=ParentClass)
+CookedTagsWhitelist=(Class=/Script/Engine.Blueprint,Tag=GeneratedClass)
+CookedTagsWhitelist=(Class=/Script/Engine.Blueprint,Tag=GameplayCueName)
+CookedTagsWhitelist=(Class=*,Tag=AssetBundleData)
+CookedTagsWhitelist=(Class=*,Tag=PrimaryAssetType)
+CookedTagsWhitelist=(Class=*,Tag=PrimaryAssetName)
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
+CookedTagsWhitelist=(Class=/Script/Engine.World,Tag=Tests)
+CookedTagsWhitelist=(Class=/Script/Engine.World,Tag=TestNames)
; Configure tag values to be cooked and loaded as FName / FRegistryExportPath
+CookedTagsAsFName=PrimaryAssetType
+CookedTagsAsFName=PrimaryAssetName
+CookedTagsAsPathName=GeneratedClass
+CookedTagsAsPathName=ParentClass
; These are the options for what parts of the asset registry are cooked and read at runtime. These can be overridden per platform in the appropriate PlatformEngine.ini file
bSerializeAssetRegistry=true
bSerializeDependencies=false
bSerializeSearchableNameDependencies=false
bSerializeManageDependencies=false
bSerializePackageData=false
bFilterAssetDataWithNoTags=false
bFilterDependenciesWithNoTags=false
bFilterSearchableNames=true
[AutomationTesting]
ImportTestPath=Content/EditorAutomation/
ImportTestPackagePath=/Engine/Content/EditorAutomation
bForceSmokeTests=false
[AutomationTesting.FbxImport]
FbxImportTestPath=Content/FbxEditorAutomation/
FbxImportEditorTestPath=../../../Engine/Content/FbxEditorAutomation/
FbxImportTestPackagePath=/Engine/FbxEditorAutomationOut
[AutomationTesting.Blueprint]
TestAllBlueprints=false
+InstanceTestMaps=../../../Engine/Content/Maps/Automation/BlueprintInstanceTest.umap
+ReparentTest.ChildrenPackagePaths=/Game/ReparentingTestAssets/Children
+ReparentTest.ParentsPackagePaths=/Game/ReparentingTestAssets/Parents
[/Script/Engine.AutomationTestSettings]
+EditorTestModules=StaticMeshEditor
+EditorTestModules=LandscapeEditor
+EditorTestModules=GameProjectGeneration
+EditorTestModules=Cascade
+TestLevelFolders=TestMaps
MaterialEditorPromotionTest=(DefaultMaterialAsset=(FilePath="../../Content/EditorMeshes/ColorCalibrator/M_ColorGrid.uasset"),DefaultDiffuseTexture=(FilePath="../../Content/EngineMaterials/DefaultDiffuse.uasset"),DefaultNormalTexture=(FilePath="../../Content/EngineMaterials/DefaultNormal.uasset"))
[AutomationTesting.StaticMeshEditorTest]
+EditorViewButtons=Wireframe
+EditorViewButtons=Verts
+EditorViewButtons=Grid
+EditorViewButtons=Bounds
+EditorViewButtons=Collision
+EditorViewButtons=Show Pivot
+EditorViewButtons=Normals
+EditorViewButtons=Tangents
+EditorViewButtons=Binormals
+EditorViewButtons=UV
EditorViewButtonsObject=EditorCylinder
; Consider 5fps as the start of editor interactivity for tests
DefaultInteractiveFramerate=5
; Wait for up to 10m mins for interactivity (this is realyl to account for any shader compiles or other DDC tasks)
DefaultInteractiveFramerateWaitTime=600
; Require an interactive framerate for this long before passing
DefaultInteractiveFramerateDuration=5
[/Script/NavigationSystem.NavigationSystemV1]
bAutoCreateNavigationData=true
bAddPlayersToGenerationSeeds=true
[/Script/NavigationSystem.NavigationData]
RuntimeGeneration=Static
[/Script/NavigationSystem.RecastNavMesh]
; runtime params
TileSetUpdateInterval=1.0
MaxTileGridWidth=256
MaxTileGridHeight=256
DefaultDrawDistance=5000.0
; navmesh generation parameters
TileSizeUU=1000.f
CellSize=19.f
CellHeight=10.f
AgentRadius=34.f
AgentHeight=144.f
AgentMaxHeight=160.f
AgentMaxStepHeight=35.f
AgentMaxSlope=44.f
MinRegionArea=0.f
; default should be aproximately 20*CellSize
MergeRegionSize=400.f
bUseBetterOffsetsFromCorners=true
[/Script/NavigationSystem.NavArea_Null]
DrawColor=(R=38,G=38,B=38,A=64)
[/Script/NavigationSystem.NavArea_Default]
DrawColor=(R=140,G=255,B=0,A=164)
[Trace.ChannelPresets]
Rendering=gpu,cpu,frame,log,bookmark
[RemoteConfiguration]
Enabled=false
ConfigPathPrefix=\\epicgames.net\root\Home
ConfigPathSuffix=UECloud
Timeout=1.0f
+IniToLoad=EditorPerProjectUserSettings
+IniToLoad=EditorKeyBindings
[Engine.ErrorHandling]
bPromptForRemoteDebugging=false
bPromptForRemoteDebugOnEnsure=false
[Niagara]
EnableNiagara=false
[/Script/Engine.Actor]
; option used when UpdateOverlapsMethodDuringLevelStreaming is set to UseConfigDefault. Options are: AlwaysUpdate, OnlyUpdateMovable, NeverUpdate.
DefaultUpdateOverlapsMethodDuringLevelStreaming=OnlyUpdateMovable
[/Script/Engine.TriggerVolume]
DefaultUpdateOverlapsMethodDuringLevelStreaming=AlwaysUpdate
[/Script/Engine.CollisionProfile]
+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+OldProfiles=(Name="BlockingVolume",CollisionEnabled=QueryAndPhysics,ObjectTypeName=WorldStatic,CustomResponses=((Channel=Visibility, Response=ECR_Ignore)))
+OldProfiles=(Name="InterpActor",CollisionEnabled=QueryOnly,ObjectTypeName=WorldStatic,CustomResponses=((Channel=Pawn, Response=ECR_Ignore)))
+OldProfiles=(Name="StaticMeshComponent",CollisionEnabled=QueryAndPhysics,ObjectTypeName=WorldStatic)
+OldProfiles=(Name="SkeletalMeshActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName=PhysicsBody,CustomResponses=((Channel=Visibility, Response=ECR_Block)))
+OldProfiles=(Name="InvisibleActor", CollisionEnabled=QueryAndPhysics, ObjectTypeName=WorldDynamic, CustomResponses=((Channel=Visibility, Response=ECR_Ignore)))
+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
[Engine.BufferVisualizationMaterials]
BaseColor=(Material="/Engine/BufferVisualization/BaseColor.BaseColor", Name=LOCTEXT("BaseColorMat", "Base Color"))
CustomDepth=(Material="/Engine/BufferVisualization/CustomDepth.CustomDepth", Name=LOCTEXT("BaseCustomDepthMat", "Custom Depth"))
CustomStencil=(Material="/Engine/BufferVisualization/CustomStencil.CustomStencil", Name=LOCTEXT("BaseCustomStencilMat", "Custom Stencil"))
FinalImage=(Material="/Engine/BufferVisualization/FinalImage.FinalImage", Name=LOCTEXT("BaseFinalImageMat", "Final Image"))
ShadingModel=(Material="/Engine/BufferVisualization/LightingModel.LightingModel", Name=LOCTEXT("BaseShadingModelMat", "Shading Model"))
MaterialAO=(Material="/Engine/BufferVisualization/MaterialAO.MaterialAO", Name=LOCTEXT("BaseMaterialAOMat", "Material Ambient Occlusion"))
Metallic=(Material="/Engine/BufferVisualization/Metallic.Metallic", Name=LOCTEXT("BaseMetallicMat", "Metallic"))
Opacity=(Material="/Engine/BufferVisualization/Opacity.Opacity", Name=LOCTEXT("BaseOpacityMat", "Opacity"))
Roughness=(Material="/Engine/BufferVisualization/Roughness.Roughness", Name=LOCTEXT("BaseRoughnessMat", "Roughness"))
Anisotropy=(Material="/Engine/BufferVisualization/Anisotropy.Anisotropy", Name=LOCTEXT("BaseAnisotropyMat", "Anisotropy"))
SceneColor=(Material="/Engine/BufferVisualization/SceneColor.SceneColor", Name=LOCTEXT("BaseSceneColorMat", "Scene Color"))
SceneDepth=(Material="/Engine/BufferVisualization/SceneDepth.SceneDepth", Name=LOCTEXT("BaseSceneDepthMat", "Scene Depth"))
SeparateTranslucencyRGB=(Material="/Engine/BufferVisualization/SeparateTranslucencyRGB.SeparateTranslucencyRGB", Name=LOCTEXT("BaseSeparateTranslucencyRGBMat", "Separate Translucency RGB"))
SeparateTranslucencyA=(Material="/Engine/BufferVisualization/SeparateTranslucencyA.SeparateTranslucencyA", Name=LOCTEXT("BaseSeparateTranslucencyAMat", "Separate Translucency Alpha"))
Specular=(Material="/Engine/BufferVisualization/Specular.Specular", Name=LOCTEXT("BaseSpecularMat", "Specular"))
SubsurfaceColor=(Material="/Engine/BufferVisualization/SubsurfaceColor.SubsurfaceColor", Name=LOCTEXT("BaseSubsurfaceColorMat", "Subsurface Color"))
WorldNormal=(Material="/Engine/BufferVisualization/WorldNormal.WorldNormal", Name=LOCTEXT("BaseWorldNormalMat", "World Normal"))
WorldTangent=(Material="/Engine/BufferVisualization/WorldTangent.WorldTangent", Name=LOCTEXT("BaseWorldTangentMat", "World Tangent"))
AmbientOcclusion=(Material="/Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion", Name=LOCTEXT("BaseAmbientOcclusionMat", "Ambient Occlusion"))
CustomDepthWorldUnits=(Material="/Engine/BufferVisualization/CustomDepthWorldUnits.CustomDepthWorldUnits", Name=LOCTEXT("BaseCustomDepthWorldUnitsMat", "Custom Depth World Units"))
SceneDepthWorldUnits=(Material="/Engine/BufferVisualization/SceneDepthWorldUnits.SceneDepthWorldUnits", Name=LOCTEXT("BaseSceneDepthWorldUnitsMat", "Scene Depth World Units"))
Velocity=(Material="/Engine/BufferVisualization/Velocity.Velocity", Name=LOCTEXT("Velocity", "Velocity"))
PreTonemapHDRColor=(Material="/Engine/BufferVisualization/PreTonemapHDRColor.PreTonemapHDRColor", Name=LOCTEXT("PreTonemapHDRColor", "Pre Tonemap HDR Color"))
PostTonemapHDRColor=(Material="/Engine/BufferVisualization/PostTonemapHDRColor.PostTonemapHDRColor", Name=LOCTEXT("PostTonemapHDRColor", "Post Tonemap HDR Color"))
[DeviceProfileManager]
DeviceProfileSelectionModule="ExampleDeviceProfileSelector"
[SlateRenderer]
TextureAtlasSize=1024
GrayscaleFontAtlasSize=1024
ColorFontAtlasSize=512
; This is the number of preallocated vertices to create for use in Slate/UMG UI. A smaller number would indicate more resizes of the vertex buffer which could cause hitches. A larger number increases memory
; Use stat slatememory to see the cost of these buffers
NumPreallocatedVertices=50000
[MobileSlateUI]
bTouchFallbackToMouse=true
[Pak]
; enable Oodle for files in the 'NotUsePluginCompression' list :
bDoUseOodleDespiteNoPluginCompression = true
+ExtensionsToNotUsePluginCompression=uplugin
+ExtensionsToNotUsePluginCompression=upluginmanifest
+ExtensionsToNotUsePluginCompression=uproject
+ExtensionsToNotUsePluginCompression=ini
+ExtensionsToNotUsePluginCompression=icu
+ExtensionsToNotUsePluginCompression=res
+FileNamesToNotUsePluginCompression=AssetRegistry.bin
+DirectoryIndexKeepFiles="*/Config/Tags/*"
+DirectoryIndexKeepFiles="*/Content/Localization/*"
+DirectoryIndexKeepFiles="*/Content/Internationalization/*"
+DirectoryIndexKeepFiles="*/Content/Movies/*"
+DirectoryIndexKeepFiles="*/Plugins/*.uplugin*"
+DirectoryIndexKeepFiles="*/*.ini*"
+DirectoryIndexKeepFiles="*/*.upipelinecache*"
+DirectoryIndexKeepEmptyDirectories=*/Plugins/*
+DirectoryIndexKeepEmptyDirectories="*/PipelineCaches/*"
+IndexValidationIgnore="*/Saved/Logs/*"
[/Script/GameplayDebugger.GameplayDebuggingReplicator]
MaxEQSQueries=5
DebugComponentClassName="/Script/GameplayDebugger.GameplayDebuggingComponent"
DebugComponentHUDClassName="/Script/GameplayDebugger.GameplayDebuggingHUDComponent"
DebugComponentControllerClassName = "/Script/GameplayDebugger.GameplayDebuggingControllerComponent"
[/Script/GameplayDebugger.GameplayDebuggingHUDComponent]
MenuStartX=10.0
MenuStartY=10.0
DebugInfoStartX=20.0
DebugInfoStartY=60.0
; These are the defaults for iOS settings, and they need to be in the .ini since UBT reads the .ini settings, without instantiating the class
; Note: These should be in IOSEngine, but are placed here because the Settings editor UI cannot write to the Game IOSEngine, meaning settings in Engine/IOSEngine are non-overridable
[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
bEnableGameCenterSupport=False
bSupportsPortraitOrientation=False
bSupportsITunesFileSharing=False
bSupportsUpsideDownOrientation=False
bSupportsLandscapeLeftOrientation=True
bSupportsLandscapeRightOrientation=True
PreferredLandscapeOrientation=LandscapeLeft
bSupportsMetal=True
bSupportsMetalMRT=False
bShipForBitcode=True
bGameSupportsMultipleActiveControllers=False
bAllowRemoteRotation=True
bUseAbsoluteDpadValues=False
bAllowControllers=True
bBuildAsFramework=False
bGenerateFrameworkWrapperProject=True
bGeneratedSYMFile=False
bDisableHTTPS=false
bUseRSync=True
BundleDisplayName=[PROJECT_NAME]
BundleName=[PROJECT_NAME]
BundleIdentifier=com.YourCompany.[PROJECT_NAME]
DevCodeSigningIdentity=iPhone Developer:;Apple Development:
DistroCodeSigningIdentity=iPhone Distribution:;Apple Distribution:
VersionInfo=1.0
FrameRateLock=PUFRL_30
bEnableDynamicMaxFPS=False
MinimumiOSVersion=IOS_15
bSupportsIPad=True
bSupportsIPhone=True
AdditionalPlistData=
RemoteServerName=
RemoteServerOverrideBuildPath=
RSyncUsername=
SSHPrivateKeyOverridePath=
bEnableRemoteNotificationsSupport=False
bEnableCloudKitSupport=False
bRunAsCurrentUser=False
IOSCloudKitSyncStrategy=None
bGenerateCrashReportSymbols=false
bAutomaticSigning=false
UseFastIntrinsics=False
ForceFloats=True
EnableMathOptimisations=True
MetalLanguageVersion=0
bDisableMotionData=False
bEnableAdvertisingIdentifier=True
[XcodeConfiguration]
bUseModernXcode=false
bUseModernCodeSigning=true
ModernSigningTeam=
ModernSigningPrefix=com.YourCompany
; These are the defaults for Android settings, and they need to be in the .ini since UBT reads the .ini settings, without instantiating the class
[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
SDKAPILevelOverride=
NDKAPILevelOverride=
BuildToolsOverride=
bEnableGooglePlaySupport=false
bSupportAdMob=true
bBuildForArm64=true
bBuildForX8664=false
bBuildForES31=true
bSupportsVulkan=true
bSupportsVulkanSM5=false
bDetectVulkanByDefault=true
bSplitIntoSeparateApks=false
bPackageDataInsideApk=false
bUseExternalFilesDir=false
bPublicLogFiles=true
bCreateAllPlatformsInstall=false
Orientation=SensorLandscape
InstallLocation=InternalOnly
DepthBufferPreference=Default
PackageName=com.YourCompany.[PROJECT]
StoreVersion=1
StoreVersionOffsetArmV7=0
StoreVersionOffsetArm64=0
StoreVersionOffsetX86=0
StoreVersionOffsetX8664=0
VersionDisplayName=1.0
MinSDKVersion=26
TargetSDKVersion=28
bEnableLint=false
bShowLaunchImage=true
bValidateTextureFormats=true
bMultiTargetFormat_ETC2=true
bMultiTargetFormat_DXT=true
bMultiTargetFormat_ASTC=true
TextureFormatPriority_ETC2=0.2
TextureFormatPriority_DXT=0.6
TextureFormatPriority_ASTC=0.9
bEnableNewKeyboard=True
bAndroidVoiceEnabled=false
bBuildWithHiddenSymbolVisibility=True
bSaveSymbols=false
bAllowControllers=True
bAllowIMU=False
bUseDisplayCutout=False
bEnableSnapshots=False
bRestoreNotificationsOnReboot=False
bEnableBundle=False
bEnableUniversalAPK=True
bBundleABISplit=True
bBundleLanguageSplit=True
bBundleDensitySplit=True
bFullScreen=True
bStripShaderReflection=True
bForceSmallOBBFiles=False
bAllowLargeOBBFiles=False
bAllowPatchOBBFile=False
bAllowOverflowOBBFiles=False
bExtractNativeLibs=true
bEnableDomStorage=False
bSkipLibCpp=False
bDisableLibCppSharedDependencyValidation=False
bDisableFunctionDataSections=False
bEnableAdvancedBinaryCompression=False
bDisableStackProtector=False
[/Script/AndroidPlatformEditor.AndroidSDKSettings]
SDKAPILevel=latest
NDKAPILevel=android-26
[/Script/UnrealEd.CookerSettings]
DefaultPVRTCQuality=1
DefaultASTCQualityBySpeed=1
DefaultASTCQualityBySize=3
+ClassesExcludedOnDedicatedServer=WidgetBlueprint
+ClassesExcludedOnDedicatedServer=GroupActor
+ClassesExcludedOnDedicatedServer=MetaData
+ClassesExcludedOnDedicatedServer=ObjectRedirector
+ClassesExcludedOnDedicatedServer=NavMeshRenderingComponent
+ClassesExcludedOnDedicatedServer=ReflectionCaptureComponent
+ClassesExcludedOnDedicatedServer=TextRenderComponent
+ClassesExcludedOnDedicatedServer=Font
+ClassesExcludedOnDedicatedServer=InterpCurveEdSetup
+ClassesExcludedOnDedicatedServer=MaterialExpression
+ClassesExcludedOnDedicatedServer=NiagaraEmitter
+ClassesExcludedOnDedicatedServer=NiagaraScript
+ClassesExcludedOnDedicatedServer=ParticleEmitter
+ClassesExcludedOnDedicatedServer=ParticleLODLevel
+ClassesExcludedOnDedicatedServer=ParticleModule
+ClassesExcludedOnDedicatedServer=SubUVAnimation
+ClassesExcludedOnDedicatedServer=SoundNode
+ClassesExcludedOnDedicatedServer=GameplayEffectUIData
+ClassesExcludedOnDedicatedClient=WidgetBlueprint
+ClassesExcludedOnDedicatedClient=GroupActor
+ClassesExcludedOnDedicatedClient=MetaData
+ClassesExcludedOnDedicatedClient=ObjectRedirector
+ClassesExcludedOnDedicatedClient=InterpCurveEdSetup
+VersionedIntRValues=r.AllowStaticLighting
+VersionedIntRValues=r.GBuffer
+VersionedIntRValues=r.VelocityOutputPass
+VersionedIntRValues=r.SelectiveBasePassOutputs
+VersionedIntRValues=r.DBuffer
+VersionedIntRValues=r.Shaders.Symbols
+VersionedIntRValues=r.Shaders.GenerateSymbols
+VersionedIntRValues=r.Shaders.WriteSymbols
+VersionedIntRValues=r.Shaders.AllowUniqueSymbols
+VersionedIntRValues=r.Shaders.ExtraData
+VersionedIntRValues=r.Shaders.Optimize
+VersionedIntRValues=r.CompileShadersForDevelopment
+VersionedIntRValues=r.MobileHDR
+VersionedIntRValues=r.UsePreExposure
[/Script/UnrealEd.ChunkDependencyInfo]
; Entries can be added to this section of DefaultEngine.ini to set dependencies for package chunks, used by cooking and packaging
; +DependencyArray=(ChunkID=10,ParentChunkID=1)
[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-980.0
bEnable2DPhysics=false
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
+D3D12TargetedShaderFormats=PCD3D_SM5
+D3D11TargetedShaderFormats=PCD3D_SM5
bEnableDistanceFields=true
bEnableRayTracing=true
bTarget32Bit=false
[/Script/LinuxTargetPlatform.LinuxTargetSettings]
+TargetedRHIs=SF_VULKAN_SM5
bEnableRayTracing=true
[/Script/MacTargetPlatform.MacTargetSettings]
MetalLanguageVersion=7
+TargetedRHIs=SF_METAL_SM5
UseFastIntrinsics=False
EnableMathOptimisations=True
TargetArchitecture=MacTargetArchitectureUniversal
EditorTargetArchitecture=MacTargetArchitectureUniversal
[HMDPluginPriority]
; Since SteamVR also works with the Oculus Rift, give priority to the native Oculus plugin before trying SteamVR.
; OpenXR is production ready and, if enabled, should be the priority plugin. For 4.27, we still need to prioritize
; the native plugins due to runtime features that are not yet supported in OpenXR.
OculusHMD=40
SteamVR=30
OpenXRHMD=20
[/Script/OculusHMD.OculusHMDRuntimeSettings]
XrApi=NativeOpenXR
[/Script/Engine.AISystemBase]
AISystemModuleName=AIModule
AISystemClassName=/Script/AIModule.AISystem
[/Script/AIModule.AISystem]
PerceptionSystemClassName=/Script/AIModule.AIPerceptionSystem
[AutomationController.History]
bTrackHistory=false
NumberOfHistoryItemsTracked=5
[VisualLogger]
FrameCacheLenght=1.0f ;in seconds, to batch log data between file serializations
UseCompression=false ;works only with binary files
[GameplayDebuggerSettings]
OverHead=True
Basic=True
BehaviorTree=False
EQS=False
EnableEQSOnHUD=true
Perception=False
GameView1=False
GameView2=False
GameView3=False
GameView4=False
GameView5=False
NameForGameView1="GameView1"
NameForGameView2="GameView2"
NameForGameView3="GameView3"
NameForGameView4="GameView4"
NameForGameView5="GameView5"
[Browser]
bForceMessageLoop=true
[PacketSimulationProfile.Off]
; Preset that disables packet simulation
PktLoss=0
PktIncomingLoss=0
PktLagMin=0
PktLagMax=0
PktIncomingLagMin=0
PktIncomingLagMax=0
[PacketSimulationProfile.Average]
; Simulates network conditions with a ping of 60 to 120
PktLoss=1
PktIncomingLoss=1
PktLagMin=30
PktLagMax=60
PktIncomingLagMin=30
PktIncomingLagMax=60
[PacketSimulationProfile.Bad]
; Simulates network conditions with high packet loss and a ping of 200 to 400
PktLoss=5
PktIncomingLoss=5
PktLagMin=100
PktLagMax=200
PktIncomingLagMin=100
PktIncomingLagMax=200
[/Script/Engine.NetworkSettings]
+NetworkEmulationProfiles=(ProfileName="Average",ToolTip="Simulates average internet conditions")
+NetworkEmulationProfiles=(ProfileName="Bad",ToolTip="Simulates laggy internet conditions")
[PacketHandlerComponents]
; Options can be set in this section of DefaultEngine.ini to enable different types of network packet encruption plugins
; EncryptionComponent=AESGCMHandlerComponent
[/Script/GameplayDebugger.GameplayDebuggingControllerComponent]
CategoryZeroBind=(Key=NumPadZero,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryOneBind=(Key=NumPadOne,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryTwoBind=(Key=NumPadTwo,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryThreeBind=(Key=NumPadThree,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryFourBind=(Key=NumPadFour,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryFiveBind=(Key=NumPadFive,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategorySixBind=(Key=NumPadSix,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategorySevenBind=(Key=NumPadSeven,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryEightBind=(Key=NumPadEight,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryNineBind=(Key=NumPadNine,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CycleDetailsViewBind=(Key=Add,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
DebugCameraBind=(Key=Tab,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
OnScreenDebugMessagesBind=(Key=Tab,bShift=False,bCtrl=True,bAlt=False,bCmd=False)
GameHUDBind=(Key=Tilde,bShift=False,bCtrl=True,bAlt=False,bCmd=False)
[/Script/Engine.SkeletalMeshLODSettings]
+LODGroups=(ScreenSize=(Default=1.0,PerPlatform=()),ReductionSettings=(NumOfTrianglesPercentage=.5))
+LODGroups=(ScreenSize=(Default=.3,PerPlatform=()),ReductionSettings=(NumOfTrianglesPercentage=.25))
+LODGroups=(ScreenSize=(Default=.15,PerPlatform=()),ReductionSettings=(NumOfTrianglesPercentage=.125))
+LODGroups=(ScreenSize=(Default=.1,PerPlatform=()),ReductionSettings=(NumOfTrianglesPercentage=.06))
[/Script/Engine.PlayerCameraManager]
ServerUpdateCameraTimeout=2.0
[/Script/CinematicCamera.CineCameraSettings]
+FilmbackPresets=(Name="16:9 Film",FilmbackSettings=(SensorWidth=24.00,SensorHeight=13.5))
+FilmbackPresets=(Name="16:9 Digital Film",FilmbackSettings=(SensorWidth=23.76,SensorHeight=13.365))
+FilmbackPresets=(Name="16:9 DSLR",FilmbackSettings=(SensorWidth=36,SensorHeight=20.25))
+FilmbackPresets=(Name="Super 8mm",FilmbackSettings=(SensorWidth=5.79,SensorHeight=4.01))
+FilmbackPresets=(Name="Super 16mm",FilmbackSettings=(SensorWidth=12.52,SensorHeight=7.58))
+FilmbackPresets=(Name="Super 35mm",FilmbackSettings=(SensorWidth=24.89,SensorHeight=18.66))
+FilmbackPresets=(Name="35mm Academy",FilmbackSettings=(SensorWidth=21.946,SensorHeight=16.002))
+FilmbackPresets=(Name="35mm Full Aperture",FilmbackSettings=(SensorWidth=24.892,SensorHeight=18.9121))
+FilmbackPresets=(Name="35mm VistaVision",FilmbackSettings=(SensorWidth=37.719,SensorHeight=25.146))
+FilmbackPresets=(Name="IMAX 70mm",FilmbackSettings=(SensorWidth=70.41,SensorHeight=56.63))
+FilmbackPresets=(Name="APS-C (Canon)",FilmbackSettings=(SensorWidth=22.2,SensorHeight=14.8))
+FilmbackPresets=(Name="Full Frame DSLR",FilmbackSettings=(SensorWidth=36,SensorHeight=24))
+FilmbackPresets=(Name="Micro Four Thirds",FilmbackSettings=(SensorWidth=17.3,SensorHeight=13))
DefaultFilmbackPreset="16:9 Digital Film"
+LensPresets=(Name="12mm Prime f/2.8",LensSettings=(MinFocalLength=12,MaxFocalLength=12,MinFStop=2.8,MaxFStop=22,DiaphragmBladeCount=7))
+LensPresets=(Name="30mm Prime f/1.4",LensSettings=(MinFocalLength=30,MaxFocalLength=30,MinFStop=1.4,MaxFStop=22,DiaphragmBladeCount=7))
+LensPresets=(Name="50mm Prime f/1.8",LensSettings=(MinFocalLength=50,MaxFocalLength=50,MinFStop=1.8,MaxFStop=22,DiaphragmBladeCount=7))
+LensPresets=(Name="85mm Prime f/1.8",LensSettings=(MinFocalLength=85,MaxFocalLength=85,MinFStop=1.8,MaxFStop=22,DiaphragmBladeCount=7))
+LensPresets=(Name="105mm Prime f/2",LensSettings=(MinFocalLength=105,MaxFocalLength=105,MinFStop=2,MaxFStop=22,DiaphragmBladeCount=7))
+LensPresets=(Name="200mm Prime f/2",LensSettings=(MinFocalLength=200,MaxFocalLength=200,MinFStop=2,MaxFStop=22,DiaphragmBladeCount=7))
+LensPresets=(Name="24-70mm Zoom f/2.8",LensSettings=(MinFocalLength=24,MaxFocalLength=70,MinFStop=2.8,MaxFStop=22,DiaphragmBladeCount=7))
+LensPresets=(Name="70-200mm Zoom f/2.8",LensSettings=(MinFocalLength=70,MaxFocalLength=200,MinFStop=2.8,MaxFStop=22,DiaphragmBladeCount=7))
+LensPresets=(Name="Universal Zoom",LensSettings=(MinFocalLength=4,MaxFocalLength=1000,MinFStop=1.2,MaxFStop=22,DiaphragmBladeCount=7))
DefaultLensPresetName="Universal Zoom"
+CropPresets=(Name="No Crop",CropSettings=(AspectRatio=0))
+CropPresets=(Name="1.33 (4:3)",CropSettings=(AspectRatio=1.333333))
+CropPresets=(Name="1.77 (16:9)",CropSettings=(AspectRatio=1.777778))
+CropPresets=(Name="2.39",CropSettings=(AspectRatio=2.39))
DefaultCropPresetName="No Crop"
DefaultLensFocalLength=35
DefaultLensFStop=2.8
[/Script/TcpMessaging.TcpMessagingSettings]
EnableTransport=True
ListenEndpoint=
!ConnectToEndpoints=CLEAR_ARRAY
ConnectionRetryDelay=2
[CrashReportClient]
bHideLogFilesOption=false
bIsAllowedToCloseWithoutSending=true
CrashConfigPurgeDays=2
[SteamVR.Settings]
HMDWornMovementThreshold = 50.0
[/Script/Engine.AnimationSettings]
bStripAnimationDataOnDedicatedServer=False
BoneTimecodeCustomAttributeNameSettings=(HourAttributeName="TCHour",MinuteAttributeName="TCMinute",SecondAttributeName="TCSecond",FrameAttributeName="TCFrame",SubframeAttributeName="TCSubframe",RateAttributeName="TCRate",TakenameAttributeName="Takename")
[Animation.DefaultObjectSettings]
BoneCompressionSettings="/Engine/Animation/DefaultAnimBoneCompressionSettings"
AnimationRecorderBoneCompressionSettings="/Engine/Animation/DefaultRecorderBoneCompression"
CurveCompressionSettings="/Engine/Animation/DefaultAnimCurveCompressionSettings"
[/Script/Engine.MeshSimplificationSettings]
r.MeshReductionModule="QuadricMeshReduction"
[/Script/ClassViewer.ClassViewerProjectSettings]
+InternalOnlyPaths=(Path="/Engine/VREditor")
+InternalOnlyPaths=(Path="/Engine/Sequencer")
+InternalOnlyPaths=(Path="/Engine/NotForLicensees")
+InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget
+InternalOnlyClasses=/Script/LevelSequence.LevelSequenceBurnIn
[/Script/ClassViewer.StructViewerProjectSettings]
+InternalOnlyPaths=(Path="/Engine/VREditor")
+InternalOnlyPaths=(Path="/Engine/Sequencer")
+InternalOnlyPaths=(Path="/Engine/NotForLicensees")
[/Script/LevelSequence.LevelSequence]
DefaultCompletionMode=RestoreState
[/Script/TemplateSequence.TemplateSequence]
DefaultCompletionMode=RestoreState
[PlatformCrypto]
PlatformRequiresDataCrypto=False
PakSigningRequired=True
PakEncryptionRequired=True
[/Script/AppleARKit.AppleARKitSettings]
bEnableLiveLinkForFaceTracking=true
LiveLinkPublishingPort=11111
; by default arkit will be added to UIRequiredDeviceCapabilities and devices must support
; arkit. If false games must check that arkit is supported before enabling arkit features
bRequireDeviceSupportsARKit=true
[/Script/Engine.RendererSettings]
r.GPUCrashDebugging=false
MaxSkinBones=(Default=65536,PerPlatform=(("Mobile", 256)))
[Messaging]
bAllowDelayedMessaging=false
[/Script/ChaosSolverEngine.ChaosSolverSettings]
DefaultChaosSolverActorClass=/Script/ChaosSolverEngine.ChaosSolverActor
[/Script/Engine.VirtualTexturePoolConfig]
; Configure VT physical memory pools. Useful commands to set these:
; "stat virtualtexturing" show dynamic use of the VT system including the cache loads
; "r.VT.ListPhysicalPool" list in-depth details on the allocated physical pools
; "r.VT.DumpPoolUsage" list in-depth details on asset usage of physical pools
; The default pool size and behavior is set here. It can be overridden in project config files.
+Pools=(SizeInMegabyte=64, bAllowSizeScale=False, bEnableResidencyMipMapBias=True)
; Specific pools can be configured per tile size or format in project config files. Examples commented below:
;+Pools=(Formats=(PF_DXT1), SizeInMegabyte=36, bAllowSizeScale=True, ScalabilityGroup=1, bEnableResidencyMipMapBias=False)
;+Pools=(Formats=(PF_DXT5, PF_DXT5), SizeInMegabyte=100)
[PlatformPaths]
UnrealBuildTool=Engine/Build/BatchFiles/Build.bat
[AlternateTextureCompression]
TextureCompressionFormat="TextureFormatOodle"
[TextureFormatOodleSettings]
; should BC2 and 3 (DXT3 and 5) be changed to BC7
bForceAllBC23ToBC7=False
; bDebugColor shows the BC1-7 format used
bDebugColor=False
; DebugDump writes out the input and encoded images to Saved/OodleDebugImages,
; based on a wildcard match. DebugDumpFilter=* matches all. Case insensitive.
DebugDumpFilter=
; LogVerbosity 0,1, or 2
LogVerbosity=0
; Lambda controls the quality vs size tradeoff for RDO
GlobalLambdaMultiplier=1.000000
[/Script/Engine.TextureEncodingProjectSettings]
bFinalUsesRDO=false
FinalRDOLambda=30
FinalEffortLevel=Normal
FinalUniversalTiling=Disabled
bFastUsesRDO=false
FastRDOLambda=30
FastEffortLevel=Normal
FastUniversalTiling=Disabled
CookUsesSpeed=Final
EditorUsesSpeed=FinalIfAvailable
[OodleDataCompressionFormat]
; Specifies how many buffers Oodle should keep around for
; reuse as opposed to heap allocating every decode.
PreallocatedBufferCount=2
[Plugins]
; Do not allow plugins to override EditorPerProjectUserSettings because it needs allow save
+ConfigFilesPluginsCannotOverride=EditorPerProjectUserSettings
[ClothSettings]
; Extra padding added to the bounds so that the collision can still be detected after being resolved
EnvironmentCollisionPadding = 2.f
; Extra thickness added to edgy collision shapes (cubes & convexes)
EnvironmentCollisionThickness = 2.f
; Limit the number of extracted shapes per component as these collisions are very expensive
EnvironmentCollisionMaxShapes = 32
[/Script/InterchangeEngine.InterchangeProjectSettings]
FilePickerClass=/Script/InterchangeEditorUtilities.InterchangeFilePickerGeneric
bStaticMeshUseSmoothEdgesIfSmoothingInformationIsMissing=True
ContentImportSettings=(DefaultPipelineStackOverride=((Materials, "Materials"),(Textures, "Textures")),ShowPipelineStacksConfigurationDialogOverride=((Textures, False)),PipelineStacks=(("Assets", (Pipelines=("/Interchange/Pipelines/DefaultAssetsPipeline.DefaultAssetsPipeline"))),("Materials", (Pipelines=("/Interchange/Pipelines/DefaultMaterialPipeline.DefaultMaterialPipeline"))),("Textures", (Pipelines=("/Interchange/Pipelines/DefaultTexturePipeline.DefaultTexturePipeline")))),DefaultPipelineStack="Assets",PipelineConfigurationDialogClass="/Script/InterchangeEditorPipelines.InterchangePipelineConfigurationGeneric",bShowPipelineStacksConfigurationDialog=True)
SceneImportSettings=(PipelineStacks=(("Scene", (Pipelines=("/Interchange/Pipelines/DefaultSceneAssetsPipeline.DefaultSceneAssetsPipeline","/Interchange/Pipelines/DefaultSceneLevelPipeline.DefaultSceneLevelPipeline")))),DefaultPipelineStack="Scene",PipelineConfigurationDialogClass="/Script/InterchangeEditorPipelines.InterchangePipelineConfigurationGeneric",bShowPipelineStacksConfigurationDialog=True)
GenericPipelineClass=/Script/InterchangePipelines.InterchangeGenericAssetsPipeline