[/Script/Engine.Engine] ; DefaultBloomKernel is not used on mobile DefaultBloomKernelTextureName=/Engine/EngineResources/DefaultTexture.DefaultTexture ; Default film grain is not used on mobile DefaultFilmGrainTextureName="" [/Script/Engine.GarbageCollectionSettings] gc.MaxObjectsInGame=131072 [/Script/Engine.RendererSettings] r.DistanceFields=0 r.TemporalAA.Mobile.UseCompute=0 r.Substrate.RoughDiffuse=0 r.Substrate.ShadingQuality=2 r.Substrate.TileCoord8bits=1 r.Substrate.SheenQuality=2 r.Substrate.Glints=0 r.Substrate.SpecularProfile=0 r.Substrate.ClosuresPerPixel=1 ; Enable GPU culling for landscape landscape.SupportGPUCulling=1 [Advertising] DefaultProviderName=IOSAdvertising [AlternateTextureCompression] ;disabling TextureCompressionFormat for Android/IOS no longer needed ;TextureCompressionFormat="" ;TextureFormatPrefix="" [Audio] AudioCaptureModuleName=AudioCaptureAudioUnit ; Defining below allows switching to audio mixer using -audiomixer commandline AudioMixerModuleName=AudioMixerAudioUnit ; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels. PlatformHeadroomDB=-6 PlatformFormat=ADPCM PlatformStreamingFormat=ADPCM [BackgroundHttp.iOSSettings] ;While the app is in the forground, time out if we don't get a response in this timeframe ActiveReceiveTimeout=30 ;While the app is in the background, time out if we don't get a response in this timeframe BackgroundReceiveTimeout=120 ;Regardless of app state, if the download hasn't finished in this long, time out BackgroundHttpResourceTimeout=3600 ;If retry data exists for a task, how many times we should try using the Retry data before moving onto a different CDN. ( -1 = unlimited ) RetryResumeDataLimit=3; [ConsoleVariables] Slate.CacheRenderData=0 r.HairStrands.Simulation=0 r.HairStrands.Strands=0 r.HairStrands.Binding=0 [DeviceProfileManager] DeviceProfileSelectionModule="IOSDeviceProfileSelector" [LocalNotification] DefaultPlatformService=IOSLocalNotification [MemoryMappedFiles] Enable=true Alignment=16384 [OnlineServices.EOS.Auth] DefaultExternalCredentialTypeStr=Apple [OnlineSubsystem] DefaultPlatformService=IOS NativePlatformService=IOS LocalPlatformName=IOS [OnlineSubsystemIOS.Store] bSupportsInAppPurchasing=true [PlatformCrypto] PlatformRequiresDataCrypto=True PakSigningRequired=False [PlatformMemoryBuckets] DefaultMemoryBucket_MinGB=4 SmallerMemoryBucket_MinGB=3 SmallestMemoryBucket_MinGB=2 [Plugins] +EnabledPlugins=Crashlytics [Ping] StackSize=0 [SlateRenderer] NumPreallocatedVertices=200 [SystemSettings] ; iOS should always have IPv6 support on net.DisableIPv6=0 ;Perplatform to PerQualityLevel conversion mapping for platform groups QualityLevelMapping="low" ;Manual range settings for Niagara quality levels. Simplifies handling of device profiles/fragments and what quality levels they can set. ;Please ensure device profiles or fragments for this platform do not set fx.Niagara.QualityLevel values outside of this range fx.Niagara.QualityLevel.Min=0 fx.Niagara.QualityLevel.Max=1 [TextureStreaming] ; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming) PoolSizeVRAMPercentage=70