; ------------------------------------------------------------------------------------------------- ; IMPORTANT: EditorPerProjectUserSettings.ini has special behavior! ; ; This .ini file contains the defaults for many editor and engine "preferences". These preferences ; are saved to an EditorPerProjectUserSettings.ini file in the user's //Saved/Config/ directory. ; ; If you change the default for a preference in here, that change will *NOT* automatically ; propagate to users who already have saved preferences. The idea is that we must preserve ; their existing settings and never want to clobber entries in that file. ; ; If you add a new preference, the new key and value *WILL* be propagated to the user's ; EditorPerProjectUserSettings.ini file. After we load the user's existing settings, we'll merge in ; any missing keys and values that are present in these defaults. ; ; One easy technique for forcing a "reset" of an already-existing preference is to simply ; rename the variable for that preference. The config system will treat it as a newly-added ; key and will propagate the change to existing users' preferences. ; ------------------------------------------------------------------------------------------------- [/Script/UnrealEd.EditorPerProjectUserSettings] ; True if WASD keys should be remapped to flight controls while the right mouse button is held down AllowFlightCameraToRemapKeys=True ; The Blutility shelf holds editor utility Blueprints. Summon from the Workspace menu. bEnableEditorUtilityBlueprints=false ;If this is true, the user will not be asked to fully load a package before saving or before creating a new object bSuppressFullyLoadPrompt=True ; True if user should be allowed to select translucent objects in perspective viewports ; NOTE: The reason we default this to true, even though it can be annoying, is that it can be a frustrating experience for new users to not be able to select a translucent object of interest, until they at least learn about this feature. bAllowSelectTranslucent=True ; True if we should move actors to their appropriate grid volume levels immediately after most operations bUpdateActorsInGridLevelsImmediately=False ; True if the memory/size data is displayed in the slate level browser bDisplayMemorySizeDataInLevelBrowser=False ; When enabled, the application frame rate, memory, Unreal object count, as well as a debug console will be displayed in the main editor UI bShowFrameRateAndMemory=False ; Lowers CPU usage when the editor is in the background and not the active application bThrottleCPUWhenNotForeground=True ; True if we should automatically reimport animset assets when a change to source content is detected bAutoReimportAnimSets=False ; Property Matrix PropertyMatrix_NumberOfPasteOperationsBeforeWarning=20 ; Blueprint Editor SCS Editor settings bSCSEditorShowGrid=true ; Export bKeepAttachHierarchy=true ; Misc HoverHighlightIntensity=0.000000 bDisplayUIExtensionPoints=False bUseCurvesForDistributions=False bAutoloadCheckedOutPackages=False bAutomaticallyHotReloadNewClasses=True [/Script/EditorStyle.EditorStyleSettings] ; Applies a color vision deficiency filter to the entire editor ColorVisionDeficiencyType=CVD_NormalVision SelectionColor=(R=0.728f,G=0.364f,B=0.003f,A=1.000000) PressedSelectionColor=(R=0.701f,G=0.225f,B=0.003f,A=1.000000) InactiveSelectionColor=(R=0.25f,G=0.25f,B=0.25f,A=1.000000) SelectorColor=(R=0.701f,G=0.225f,B=0.003f,A=1.000000) ; If true, all toolbars will use small icons without labels bUseSmallToolBarIcons=False ; Enables animated transitions for certain menus and pop-up windows. Note that animations may be automatically disabled at low frame rates in order to improve responsiveness. bEnableWindowAnimations=False ;If true, Variables names in the script editor are displayed in a sanitized format bShowFriendlyNames=True ;If true, the Editor Preferences and Project Settings menu entries in the main menu will be expanded with sub-menus for each settings section bExpandConfigurationMenus=False bShowProjectMenus=True bShowLaunchMenus=True [/Script/Levels.LevelBrowserSettings] ; True if the actor count is displayed in the slate level browser bDisplayActorCount=True bDisplayLightmassSize=False bDisplayFileSize=False ; True if Level Paths are displayed in the slate level browser bDisplayPaths=False bDisplayEditorOffset=False [/Script/SceneOutliner.SceneOutlinerSettings] ; True when the Scene Outliner is hiding temporary/run-time Actors bHideTemporaryActors=False ; True when the Scene Outliner is showing only Actors that exist in the current level bShowOnlyActorsInCurrentLevel=False ; Scene Outliner Settings bShowOnlySelectedActors=False [/Script/UnrealEd.ContentBrowserSettings] ; The number of objects to load at once in the Content Browser before displaying a warning about loading many assets NumObjectsToLoadBeforeWarning=20 ; Whether to render thumbnails for loaded assets in real-time in the Content Browser RealTimeThumbnails=True ; Whether to display folders in the assets view of the content browser. Note that this implies 'Show Only Assets in Selected Folders'. DisplayFolders=True ; Whether to display the engine folders in the assets view of the content browser. Note that this implies 'Display Folders'. DisplayEngineFolder=False ; Whether to display the developers folder in the path or assets view of the content browser DisplayDevelopersFolder=False ; Whether to display the collections view in the Content Browser DisplayCollections=False [/Script/UnrealEd.DestructableMeshEditorSettings] ; Persona viewport default settings AnimPreviewFloorColor=(B=6,G=24,R=43,A=255) AnimPreviewSkyColor=(B=250,G=196,R=178,A=255) AnimPreviewSkyBrightness=0.250000 AnimPreviewLightBrightness=1.000000 AnimPreviewLightingDirection=(Pitch=320.000000,Yaw=290.000000,Roll=0.000000) AnimPreviewDirectionalColor=(B=253,G=253,R=253,A=255) [/Script/UnrealEd.EditorExperimentalSettings] ; Epic Labs bWorldBrowser=False bBreakOnExceptions=False bToolbarCustomization=False bBehaviorTreeEditor=False [/Script/UnrealEd.EditorLoadingSavingSettings] ; True if we should automatically load a default level at start up LoadLevelAtStartup=ProjectDefault ; True if we should automatically reimport textures when a change to source content is detected bAutoReimportTextures=False bAutoReimportCSV=False ; Whether to mark blueprints dirty if they are automatically migrated during loads bDirtyMigratedBlueprints=False ; Whether to automatically save after a time interval bAutoSaveEnable=True ; Whether to automatically save maps during an autosave bAutoSaveMaps=True ; Whether to automatically save content packages during an autosave bAutoSaveContent=True ; The time interval after which to save AutoSaveTimeMinutes=10 ; The number of seconds warning before an autosave AutoSaveWarningInSeconds=10 ; Whether to automatically perform an SCC checkout on asset modification bPromptForCheckoutOnAssetModification=False ; Whether to automatically prompt for SCC checkout on asset modification bPromptForCheckoutOnAssetModification=True ; Source control bSCCAutoAddNewFiles=True ; Tool to use for diff'ing text TextDiffToolPath=(FilePath="p4merge.exe") [/Script/UnrealEd.LevelEditorMiscSettings] ; Auto apply lighting after it has been built bAutoApplyLightingEnable=true ; If true, BSP will auto-update bBSPAutoUpdate=True ; If true, Navigation will auto-update bNavigationAutoUpdate=True ; If true, Replaces respects the scale of the original actor. If false, Replace sets the scale to 1.0 bReplaceRespectsScale=True ; If true audio will continue to play when the editor does not have focus bAllowBackgroundAudio=False ; If true audio will be enabled in the editor. Does not affect PIE bEnableRealTimeAudio=False ; Volume level for the editor EditorVolumeLevel=1.0 ; Enables audio feedback for certain operations in Unreal Editor, such as entering and exiting Play mode bEnableEditorSounds=True ; The default level streaming class to use when adding new streaming levels DefaultLevelStreamingClass=Class'/Script/Engine.LevelStreamingKismet' [/Script/UnrealEd.LevelEditorPlaySettings] PlayFromHerePlayerStartClassName=/Script/Engine.PlayerStartPIE EnableSound=true NewWindowWidth=1280 NewWindowHeight=720 NewWindowPosition=(X=0,Y=0) StandaloneWindowWidth=1280 StandaloneWindowHeight=720 ShowMouseControlLabel=True AutoRecompileBlueprints=True ; True if Play In Editor should only load currently-visible levels in PIE bOnlyLoadVisibleLevelsInPIE=False LastExecutedPlayModeLocation=PlayLocation_DefaultPlayerStart LastExecutedPlayModeType=PlayMode_InViewPort LastExecutedLaunchModeType=LaunchMode_OnDevice LastExecutedLaunchPlatform= ; common screen resolutions for laptops +LaptopScreenResolutions=(Description="Apple MacBook Air 11",Width=1366,Height=768,AspectRatio="16:9") +LaptopScreenResolutions=(Description="Apple MacBook Air 13\"",Width=1440,Height=900,AspectRatio="16:10") +LaptopScreenResolutions=(Description="Apple MacBook Pro 13\"",Width=1280,Height=800,AspectRatio="16:10") +LaptopScreenResolutions=(Description="Apple MacBook Pro 13\" (Retina)",Width=2560,Height=1600,AspectRatio="16:10") +LaptopScreenResolutions=(Description="Apple MacBook Pro 15\"",Width=1440,Height=900,AspectRatio="16:10") +LaptopScreenResolutions=(Description="Apple MacBook Pro 15\" (Retina)",Width=2880,Height=1800,AspectRatio="16:10") +LaptopScreenResolutions=(Description="Generic 14-15.6\" Notebook",Width=1366,Height=768,AspectRatio="16:9") ; common screen resolutions for desktop monitors +MonitorScreenResolutions=(Description="19\" monitor",Width=1440,Height=900,AspectRatio="16:10") +MonitorScreenResolutions=(Description="20\" monitor",Width=1600,Height=900,AspectRatio="16:9") +MonitorScreenResolutions=(Description="22\" monitor",Width=1680,Height=1050,AspectRatio="16:10") +MonitorScreenResolutions=(Description="21.5-24\" monitor",Width=1920,Height=1080,AspectRatio="16:9") +MonitorScreenResolutions=(Description="27\" monitor",Width=2560,Height=1440,AspectRatio="16:9") ; common screen resolutions for mobile phones +PhoneScreenResolutions=(Description="Apple iPhone 4, 4S, iTouch 4 (Portrait)",Width=640,Height=960,AspectRatio="2:3") +PhoneScreenResolutions=(Description="Apple iPhone 4, 4S, iTouch 4 (Landscape)",Width=960,Height=640,AspectRatio="3:2") +PhoneScreenResolutions=(Description="Apple iPhone 5, 5S, iTouch 5 (Portrait)",Width=640,Height=1136,AspectRatio="~9:16") +PhoneScreenResolutions=(Description="Apple iPhone 5, 5S, iTouch 5 (Landscape)",Width=1136,Height=640,AspectRatio="~16:9") +PhoneScreenResolutions=(Description="HTC One (Portrait)",Width=1080,Height=1920,AspectRatio="9:16") +PhoneScreenResolutions=(Description="HTC One (Landscape)",Width=1920,Height=1080,AspectRatio="16:9") +PhoneScreenResolutions=(Description="Samsung Galaxy S4 (Portrait)",Width=1080,Height=1920,AspectRatio="9:16") +PhoneScreenResolutions=(Description="Samsung Galaxy S4 (Landscape)",Width=1920,Height=1080,AspectRatio="16:9") ; common screen resolutions for tablet devices +TabletScreenResolutions=(Description="Apple iPad 2, iPad Mini (Portrait)",Width=768,Height=1024,AspectRatio="~3:4") +TabletScreenResolutions=(Description="Apple iPad 2, iPad Mini (Landscape)",Width=1024,Height=768,AspectRatio="~4:3") +TabletScreenResolutions=(Description="Apple iPad 3, 4, Air (Portrait)",Width=1536,Height=2048,AspectRatio="3:4") +TabletScreenResolutions=(Description="Apple iPad 3, 4, Air (Landscape)",Width=2048,Height=1536,AspectRatio="4:3") +TabletScreenResolutions=(Description="Microsoft Surface RT (Portrait)",Width=768,Height=1366,AspectRatio="9:16") +TabletScreenResolutions=(Description="Microsoft Surface RT (Landscape)",Width=1366,Height=768,AspectRatio="16:9") +TabletScreenResolutions=(Description="Microsoft Surface Pro (Portrait)",Width=1080,Height=1920,AspectRatio="9:16") +TabletScreenResolutions=(Description="Microsoft Surface Pro (Landscape)",Width=1920,Height=1080,AspectRatio="16:9") ; common screen resolutions for television sets +TelevisionScreenResolutions=(Description="720p (HDTV, Blu-ray)",Width=1280,Height=720,AspectRatio="16:9") +TelevisionScreenResolutions=(Description="1080i, 1080p (HDTV, Blu-ray)",Width=1920,Height=1080,AspectRatio="16:9") +TelevisionScreenResolutions=(Description="4K Ultra HD",Width=3840,Height=2160,AspectRatio="16:9") +TelevisionScreenResolutions=(Description="4K Digital Cinema",Width=4096,Height=2160,AspectRatio="1.90:1") [/Script/UnrealEd.LevelEditorViewportSettings] ; Use WASD flight camera controls by default FlightCameraControlType=WASD_RMBOnly ; Ignore Ctrl key by default in the landscape/foliage editors LandscapeEditorControlType=IgnoreCtrl FoliageEditorControlType=IgnoreCtrl ; If true, moves the canvas and shows the mouse. If false, uses original camera movement bPanMovesCanvas=True ; If true, zooms centering on the mouse position. If false, the zoom is around the center of the viewport bCenterZoomAroundCursor=True bAllowTranslateRotateZWidget=False ; If true, Clicking a BSP selects the brush and ctrl+shift+click selects the surface. If false, vice versa bClickBSPSelectsBrush=True ;Mouse speed when dragging in viewport CameraSpeed=4 ;Mouse speed when using middle mouse scroll in viewport MouseScrollCameraSpeed=5 MouseSensitivty=.2f ; Whether to use mouse position as direct widget position bUseAbsoluteTranslation=True bLevelStreamingVolumePrevis=False bUseUE3OrbitControls=False bUsePowerOf2SnapSize=False .DecimalGridSizes=1 .DecimalGridSizes=5 .DecimalGridSizes=10 .DecimalGridSizes=50 .DecimalGridSizes=100 .DecimalGridSizes=500 .DecimalGridSizes=1000 .DecimalGridSizes=5000 .DecimalGridSizes=10000 .DecimalGridIntervals=10.000000 .DecimalGridIntervals=5.000000 .DecimalGridIntervals=10.000000 .DecimalGridIntervals=5.000000 .DecimalGridIntervals=10.000000 .DecimalGridIntervals=5.000000 .DecimalGridIntervals=10.000000 .DecimalGridIntervals=5.000000 .DecimalGridIntervals=10.000000 .Pow2GridSizes=1 .Pow2GridSizes=2 .Pow2GridSizes=4 .Pow2GridSizes=8 .Pow2GridSizes=16 .Pow2GridSizes=32 .Pow2GridSizes=64 .Pow2GridSizes=128 .Pow2GridSizes=256 .Pow2GridSizes=512 .Pow2GridSizes=1024 .Pow2GridSizes=2048 .Pow2GridSizes=4096 .Pow2GridSizes=8192 .Pow2GridIntervals=8 .CommonRotGridSizes=5 .CommonRotGridSizes=10 .CommonRotGridSizes=15 .CommonRotGridSizes=30 .CommonRotGridSizes=60 .CommonRotGridSizes=120 .DivisionsOf360RotGridSizes=2.8125 .DivisionsOf360RotGridSizes=5.625 .DivisionsOf360RotGridSizes=11.25 .DivisionsOf360RotGridSizes=22.5 .DivisionsOf360RotGridSizes=45 .DivisionsOf360RotGridSizes=90 .ScalingGridSizes=10 .ScalingGridSizes=1 .ScalingGridSizes=0.5 .ScalingGridSizes=0.25 .ScalingGridSizes=0.125 .ScalingGridSizes=0.0625 .ScalingGridSizes=0.03125 GridEnabled=True RotGridEnabled=True SnapScaleEnabled=True bSnapNewObjectsToFloor=True ; If enabled, use the old-style multiplicative/percentage scaling method instead of the new additive/fraction method bUsePercentageBasedScaling=False ; If true actor snap will be enabled in the editor bEnableActorSnap=False ; Actor snap scale for the editor ActorSnapScale=1.0 ; Actor snap distance setting for the editor ActorSnapDistance=100.0 bSnapVertices=False SnapDistance=10.000000 CurrentPosGridSize=2 CurrentRotGridSize=1 CurrentScalingGridSize=3 CurrentRotGridMode=GridMode_Common ;default to maintaining fov along y-axis AspectRatioAxisConstraint=AspectRatio_MaintainXFOV ; Enables real-time hover feedback when mousing over objects in editor viewports bEnableViewportHoverFeedback=False ; If enabled, selected objects will be highlighted with brackets in all modes rather than a special highlight color. bHighlightWithBrackets=False ; If true all orthographic viewports are linked to the same position and move together bUseLinkedOrthographicViewports=True ; If true, objects must be entirely encompassed by the selection box in ortho. viewports to be selected bStrictBoxSelection=False ; True if viewport box selection also selects occluded objects, false if only objects with visible pixels are selected bTransparentBoxSelection=False ; If enabled, selected objects will have an outline around them bUseSelectionOutline=True ; Sets the intensity of the overlay displayed when an object is selected (defaults to be 0 so you can see the material of selected objects) SelectionHighlightIntensity=0.0 ; Sets the intensity of the overlay displayed when a BSP surface is selected (defaults to be 0 so you can see the material of selected objects) BSPSelectionHighlightIntensity=0.2 ; Enables the editor perspective camera to be dropped at the last PlayInViewport cam position bEnableViewportCameraToUpdateFromPIV=True ; When enabled, selecting a camera actor will display a live 'picture in picture' preview from the camera's perspective within the current editor viewport. This can be used to easily tweak camera positioning, post-processing and other settings without having to possess the camera itself. This feature may reduce application performance when enabled. */ bPreviewSelectedCameras=True ; Affects the size of 'picture in picture' previews if they are enabled CameraPreviewSize=5.0 ; This distance is used to place actors which are dropped on nothing in the viewport BackgroundDropDistance=768 ; When enabled, simple stats that are enabled in level viewports are preserved between editor sessions bSaveSimpleStats=False [ColorPickerUI] bAdvancedSectionExpanded=False bSRGBEnabled=True bWheelMode=True [Undo] ; Size of Undo buffer in MB. Bigger number allows more Undo history especially when working with Landscape UndoBufferSize=32 [PropertySettings] ShowFriendlyPropertyNames=True ExpandDistributions=false [MRU] [/Script/UnrealEd.MaterialEditorOptions] bShowGrid=True bShowBackground=False bHideUnusedConnectors=False bRealtimeMaterialViewport=True bRealtimeExpressionViewport=False bAlwaysRefreshAllPreviews=False bLivePreviewUpdate=True [UnEdViewport] InterpEdPanInvert=False [FEditorModeTools] ShowWidget=True CoordSystem=0 UseAbsoluteTranslation=True AllowTranslateRotateZWidget=False [LightingBuildOptions] OnlyBuildSelectedActors=false OnlyBuildCurrentLevel=false OnlyBuildChanged=false BuildBSP=true BuildActors=true QualityLevel=0 NumUnusedLocalCores=1 ShowLightingBuildInfo=false [MatineeCreateMovieOptions] CloseEditor=false CaptureResolutionIndex = 0; CaptureResolutionFPS = 30; CaptureTypeIndex = 0; Compress=false CinematicMode=true DisableMovement=true DisableTurning=true HidePlayer=true DisableInput=true HideHUD=true [Matinee] Hide3DTracks=false ZoomToScrubPos=false ShowCurveEd=false [/Script/UnrealEd.PhATSimOptions] SkyBrightness=0.25 ; for physical correct light computations we multiply diffuse and specular lights by PI (see LABEL_RealEnergy) Brightness=3.1415926535897932 AngularSnap=15.0 LinearSnap=2.0 SimSpeed=1.0 bDrawContacts=false FloorGap=25.0 GravScale=1.0 bPromptOnBoneDelete=true PokeStrength=100.0 bShowNamesInHierarchy=true PokePauseTime=0.5 PokeBlendTime=0.5 ConstraintDrawSize=0.01 [/Script/UnrealEd.CurveEdOptions] MinViewRange=0.01 MaxViewRange=1000000.0 BackgroundColor=(R=0.23529412,G=0.23529412,B=0.23529412,A=1.0) LabelColor=(R=0.4,G=0.4,B=0.4,A=1.0) SelectedLabelColor=(R=0.6,G=0.4,B=0.1, A=1.0) GridColor=(R=0.35,G=0.35,B=0.35,A=1.0) GridTextColor=(R=0.78431373,G=0.78431373,B=0.78431373,A=1.0) LabelBlockBkgColor=(R=0.25,G=0.25,B=0.25,A=1.0) SelectedKeyColor=(R=1.0,G=1.0,B=0.0,A=1.0) [/Script/UnrealEd.PersonaOptions] bShowGrid=False bHighlightOrigin=True bShowSky=True bShowFloor=True GridSize=25 ViewModeType=2 ViewportBackgroundColor=(R=0.04,G=0.04,B=0.04) ViewFOV=53.43 ShowMeshStats=1 [UnrealEd.UIEditorOptions] WindowPosition=(X=256,Y=256,Width=1024,Height=768) ViewportSashPosition=824 PropertyWindowSashPosition=568 ViewportGutterSize=0 VirtualSizeX=0 VirtualSizeY=0 bRenderViewportOutline=true bRenderContainerOutline=true bRenderSelectionOutline=true bRenderSelectionHandles=true bRenderPerWidgetSelectionOutline=true GridSize=8 bSnapToGrid=true mViewDrawGrid=true bShowDockHandles=true [/Script/UnrealEd.CascadeOptions] bShowModuleDump=false BackgroundColor=(B=25,G=20,R=20,A=0) bUseSubMenus=true bUseSpaceBarReset=false bUseSpaceBarResetInLevel=true Empty_Background=(B=25,G=20,R=20,A=0) Emitter_Background=(B=25,G=20,R=20,A=0) Emitter_Unselected=(B=0,G=100,R=255,A=0) Emitter_Selected=(B=180,G=180,R=180,A=0) ModuleColor_General_Unselected=(B=49,G=40,R=40,A=0) ModuleColor_General_Selected=(B=0,G=100,R=255,A=0) ModuleColor_TypeData_Unselected=(B=20,G=20,R=15,A=0) ModuleColor_TypeData_Selected=(B=0,G=100,R=255,A=0) ModuleColor_Beam_Unselected=(R=160,G=150,B=235) ModuleColor_Beam_Selected=(R=255,G=100,B=0) ModuleColor_Trail_Unselected=(R=130,G=235,B=170) ModuleColor_Trail_Selected=(R=255,G=100,B=0) ModuleColor_Spawn_Unselected=(R=200,G=100,B=100) ModuleColor_Spawn_Selected=(R=255,G=50,B=50) ModuleColor_Light_Unselected=(B=49,G=40,R=90) ModuleColor_Light_Selected=(B=0,G=100,R=255) ModuleColor_Required_Unselected=(R=200,G=200,B=100) ModuleColor_Required_Selected=(R=255,G=225,B=50) ModuleColor_Event_Unselected=(R=64,G=64,B=255) ModuleColor_Event_Selected=(R=0,G=0,B=255) bShowGrid=false GridColor_Hi=(R=0,G=100,B=255) GridColor_Low=(R=0,G=100,B=255) GridPerspectiveSize=1024 ShowPPFlags=0 bUseSlimCascadeDraw=true SlimCascadeDrawHeight=24 bCenterCascadeModuleText=true Cascade_MouseMoveThreshold=4 MotionModeRadius=150.0 [ContentBrowserFilter] FavoriteTypes_1=Animation Sequence;Material Instances (Constant);Materials;Particle Systems;Skeletal Meshes;Sound Cues;Static Meshes;Textures;Blueprint [FAutoPackageBackup] Enabled=True MaxAllowedSpaceInMB=250 BackupIntervalInMinutes=5 [/Script/UnrealEd.FbxImportUI] bImportMaterials=True bAutoCreateGroups=True bInvertNormalMaps=False bImportTextures=True bOverrideFullName=True bConvertScene=True bRemoveNamespaces=True bImportAnimations=False bResampleAnimations=False bImportRigidMesh=False bCombineMeshes=True bCreatePhysicsAsset=True bImportMesh=True [/Script/UnrealEd.FbxStaticMeshImportData] bOneConvexHullPerUCX=True bImportMeshLODs=False NormalImportMethod=FBXNIM_ImportNormals VertexColorImportOption=EVertexColorImportOption::Ignore VertexOverrideColor=(R=255,G=255,B=255,A=255) [/Script/UnrealEd.FbxSkeletalMeshImportData] bPreserveSmoothingGroups=True bImportMeshLODs=False bImportMorphTargets=False [/Script/UnrealEd.FbxTextureImportData] [SoundSettings] ChirpSoundClasses=Dialog DialogMedium DialogLoud DialogDeafening BatchProcessMatureNodeSoundClasses=Dialog Chatter [EditorPreviewMesh] ; Preview static meshes used in the editor. PreviewMeshNames="/Engine/EditorMeshes/ColorCalibrator/SM_ColorCalibrator.SM_ColorCalibrator" [EditorLayout] SlateMainFrameLayout="" [LandscapeEdit] ToolStrength=0.300000 WeightTargetValue=1.000000 bUseWeightTargetValue=False BrushRadius=2048.000000 BrushComponentSize=1 BrushFalloff=0.500000 bUseClayBrush=False AlphaBrushScale=0.500000 AlphaBrushRotation=0.000000 AlphaBrushPanU=0.500000 AlphaBrushPanV=0.500000 AlphaTextureName=/Engine/EditorLandscapeResources/DefaultAlphaTexture.DefaultAlphaTexture AlphaTextureChannel=0 FlattenMode=0 bUseSlopeFlatten=False bPickValuePerApply=False ErodeThresh=64 ErodeIterationNum=28 ErodeSurfaceThickness=256 ErosionNoiseMode=2 ErosionNoiseScale=60.000000 RainAmount=128 SedimentCapacity=0.300000 HErodeIterationNum=28 RainDistMode=0 RainDistScale=60.000000 HErosionDetailScale=0.010000 bHErosionDetailSmooth=True NoiseMode=0 NoiseScale=128.000000 SmoothFilterKernelScale=1.000000 DetailScale=0.300000 bDetailSmooth=False MaximumValueRadius=10000.000000 bSmoothGizmoBrush=True PasteMode=0 ConvertMode=0 bApplyToAllTargets=True [FoliageEdit] Radius=512.000000 PaintDensity=0.500000 UnpaintDensity=0.000000 bFilterLandscape=True bFilterStaticMesh=True bFilterBSP=True bFilterTranslucent=False [MeshPaintEdit] DefaultBrushRadius=128 [BlueprintSpawnNodes] ; Comment box is bound to C, but that is handled differently due to it needing to work without clicking +Node=(Class=Actor:ReceiveBeginPlay Key=P Shift=false Ctrl=false Alt=false) +Node=(Class="Do N" Key=N Shift=false Ctrl=false Alt=false) +Node=(Class=KismetSystemLibrary:Delay Key=D Shift=false Ctrl=false Alt=false) +Node=(Class=K2Node_IfThenElse Key=B Shift=false Ctrl=false Alt=false) +Node=(Class=K2Node_ExecutionSequence Key=S Shift=false Ctrl=false Alt=false) +Node=(Class=Gate Key=G Shift=false Ctrl=false Alt=false) +Node=(Class=K2Node_MultiGate Key=M Shift=false Ctrl=false Alt=false) +Node=(Class=ForEachLoop Key=F Shift=false Ctrl=false Alt=false) +Node=(Class=DoOnce Key=O Shift=false Ctrl=false Alt=false) +Node=(Class=KismetArrayLibrary:Array_Get Key=A Shift=false Ctrl=false Alt=false) [MaterialEditorSpawnNodes] +Node=(Class=MaterialExpressionAdd Key=A Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionBumpOffset Key=B Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionDivide Key=D Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionPower Key=E Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionMaterialFunctionCall Key=F Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionIf Key=I Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionLinearInterpolate Key=L Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionMultiply Key=M Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionNormalize Key=N Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionOneMinus Key=O Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionPanner Key=P Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionReflectionVectorWS Key=R Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionScalarParameter Key=S Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionTextureSample Key=T Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionTextureCoordinate Key=U Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionVectorParameter Key=V Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionConstant Key=One Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionConstant2Vector Key=Two Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionConstant3Vector Key=Three Shift=false Ctrl=false Alt=false) +Node=(Class=MaterialExpressionConstant4Vector Key=Four Shift=false Ctrl=false Alt=false) [WidgetTemplatesExpanded] Common=True