[/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 [PlatformCrypto] PlatformRequiresDataCrypto=True PakSigningRequired=False [Audio] AudioDeviceModuleName=IOSAudio ;Uncomment below and comment out above line to enable new audio mixer ;AudioDeviceModuleName=AudioMixerAudioUnit ; 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. UseAudioMixer=true PlatformHeadroomDB=-6 [PlatformMemoryBuckets] DefaultMemoryBucket_MinGB=4 SmallerMemoryBucket_MinGB=3 SmallestMemoryBucket_MinGB=2 [OnlineSubsystem] DefaultPlatformService=IOS [Advertising] DefaultProviderName=IOSAdvertising [DeviceProfileManager] DeviceProfileSelectionModule="IOSDeviceProfileSelector" [OnlineSubsystemIOS.Store] bSupportsInAppPurchasing=true bUseStoreV2=true [SlateRenderer] NumPreallocatedVertices=200 [LocalNotification] DefaultPlatformService=IOSLocalNotification [ConsoleVariables] Slate.CacheRenderData=0 r.HairStrands.Simulation=0 r.HairStrands.Strands=0 r.HairStrands.Binding=0 [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 [MemoryMappedFiles] MasterEnable=true Alignment=16384 [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; [Plugins] +EnabledPlugins=Crashlytics [SystemSettings] ; iOS should always have IPv6 support on net.DisableIPv6=0 ;Perplatform to PerQualityLevel conversion mapping for platform groups QualityLevelMapping="low" [/Script/Engine.RendererSettings] r.DistanceFields=0 [AlternateTextureCompression] TextureCompressionFormat="" TextureFormatPrefix=""