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https://github.com/izzy2lost/UnrealEngineUWP.git
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Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile.
Changes vs standalone Live++ version:
* UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..).
* Adding new source files is supported.
* Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers).
* Settings are exposed in the editor's project settings dialog.
* Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application.
* Does not require a standalone licensed version of Live++.
Known issues:
* Does not currently support class layout changes / object reinstancing
#rb none
#fyi Marc.Audy, Stefan.Boberg, Nick.Penwarden
#jira
[CL 5304722 by Ben Marsh in 4.22 branch]
205 lines
18 KiB
INI
205 lines
18 KiB
INI
[/Script/Engine.InputSettings]
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bEnableMouseSmoothing=true
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bEnableFOVScaling=true
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FOVScale=0.01111
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DoubleClickTime=0.2f
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DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
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bAlwaysShowTouchInterface=false
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bShowConsoleOnFourFingerTap=true
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bAltEnterTogglesFullscreen=true
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bF11TogglesFullscreen=true
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bRequireCtrlToNavigateAutoComplete=False
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bEnableGestureRecognizer=false
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+ConsoleKeys=Tilde
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TriggerKeyIsConsideredPressed=0.75
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TriggerKeyIsConsideredReleased=0.25
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;-----------------------------------------------------------------------------------------
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; Axis properties
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;-----------------------------------------------------------------------------------------
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+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
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+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
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[/Script/Engine.PlayerInput]
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; --- General bindings
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+DebugExecBindings=(Key=F11,Command="LevelEditor.ToggleImmersive", bIgnoreCtrl=True, bIgnoreAlt=True)
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+DebugExecBindings=(Key=F11,Command="MainFrame.ToggleFullscreen",Shift=True)
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+DebugExecBindings=(Key=F1,Command="viewmode wireframe", bIgnoreShift=True)
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+DebugExecBindings=(Key=F2,Command="viewmode unlit")
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+DebugExecBindings=(Key=F3,Command="viewmode lit")
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+DebugExecBindings=(Key=F4,Command="viewmode lit_detaillighting")
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+DebugExecBindings=(Key=F5,Command="viewmode shadercomplexity")
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+DebugExecBindings=(Key=F9,Command="shot showui")
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+DebugExecBindings=(Key=Period,Command="RECOMPILESHADERS CHANGED",Control=True,Shift=True)
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+DebugExecBindings=(Key=Comma,Command="PROFILEGPU",Control=True,Shift=True)
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+DebugExecBindings=(Key=Tab,Command="FocusNextPIEWindow",Control=True)
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+DebugExecBindings=(Key=Tab,Command="FocusLastPIEWindow",Control=True,Shift=True)
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+DebugExecBindings=(Key=PageDown,Command="PreviousDebugTarget")
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+DebugExecBindings=(Key=PageUp,Command="NextDebugTarget")
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; Please remove EnableGDT command binding after removing deprecated GameplayDebugger module (we are going to use Gameplay Debugger plugin soon)
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+DebugExecBindings=(Key=Apostrophe,Command="EnableGDT")
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+DebugExecBindings=(Key=Quote,Command="EnableGDT")
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[/Script/Engine.Console]
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HistoryBot=-1
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[/Script/EngineSettings.ConsoleSettings]
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MaxScrollbackSize=1024
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+AutoCompleteMapPaths=Content/Maps
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+ManualAutoCompleteList=(Command="Exit",Desc="Exits the game")
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+ManualAutoCompleteList=(Command="DebugCreatePlayer 1",Desc=)
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+ManualAutoCompleteList=(Command="ToggleDrawEvents",Desc="Toggles annotations for shader debugging with Pix, Razor or similar GPU capture tools")
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+ManualAutoCompleteList=(Command="Shot",Desc="Make a screenshot")
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+ManualAutoCompleteList=(Command="RecompileShaders changed",Desc="Recompile shaders that have any changes on their source files")
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+ManualAutoCompleteList=(Command="RecompileShaders global",Desc="Recompile global shaders that have any changes on their source files")
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+ManualAutoCompleteList=(Command="RecompileShaders material ",Desc="Recompile shaders for a specific material if it's source files have changed")
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+ManualAutoCompleteList=(Command="RecompileShaders all",Desc="Recompile all shaders that have any changes on their source files")
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+ManualAutoCompleteList=(Command="DumpMaterialStats",Desc="Dump material information")
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+ManualAutoCompleteList=(Command="DumpShaderStats",Desc="Dump shader information")
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+ManualAutoCompleteList=(Command="DumpShaderPipelineStats",Desc="Dump shader pipeline information")
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+ManualAutoCompleteList=(Command="StartFPSChart",Desc="after that use StopFPSChart")
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+ManualAutoCompleteList=(Command="StopFPSChart",Desc="after that look for the output in Saved/Profiling/FPSChartStats")
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+ManualAutoCompleteList=(Command="FreezeAt",Desc="Locks the player view and rendering time.")
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+ManualAutoCompleteList=(Command="Open",Desc="<MapName> Opens the specified map, doesn't pass previously set options")
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+ManualAutoCompleteList=(Command="Travel",Desc="<MapName> Travels to the specified map, passes along previously set options")
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+ManualAutoCompleteList=(Command="ServerTravel",Desc="<MapName> Travels to the specified map and brings clients along, passes along previously set options")
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+ManualAutoCompleteList=(Command="DisplayAll",Desc="<ClassName> <PropertyName> Display property values for instances of classname")
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+ManualAutoCompleteList=(Command="DisplayAllLocation",Desc="<ClassName> Display location for all instances of classname")
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+ManualAutoCompleteList=(Command="DisplayAllRotation",Desc="<ClassName> Display rotation for all instances of classname")
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+ManualAutoCompleteList=(Command="DisplayClear",Desc="Clears previous DisplayAll entries")
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+ManualAutoCompleteList=(Command="FlushPersistentDebugLines",Desc="Clears persistent debug line cache")
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+ManualAutoCompleteList=(Command="GetAll ",Desc="<ClassName> <PropertyName> <Name=ObjectInstanceName> <OUTER=ObjectInstanceName> <SHOWDEFAULTS> <SHOWPENDINGKILLS> <DETAILED> Log property values of all instances of classname")
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+ManualAutoCompleteList=(Command="GetAllLocation",Desc="<ClassName> Log location names for all instances of classname")
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+ManualAutoCompleteList=(Command="Obj List ",Desc="<Class=ClassName> <Type=MetaClass> <Outer=OuterObject> <Package=InsidePackage> <Inside=InsideObject>")
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+ManualAutoCompleteList=(Command="Obj ListContentRefs",Desc="<Class=ClassName> <ListClass=ClassName>")
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+ManualAutoCompleteList=(Command="Obj Classes",Desc="Shows all classes")
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+ManualAutoCompleteList=(Command="Obj Refs",Desc="Name=<ObjectName> Class=<OptionalObjectClass> Lists referencers of the specified object")
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+ManualAutoCompleteList=(Command="EditActor",Desc="<Class=ClassName> or <Name=ObjectName> or TRACE")
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+ManualAutoCompleteList=(Command="EditDefault",Desc="<Class=ClassName>")
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+ManualAutoCompleteList=(Command="EditObject",Desc="<Class=ClassName> or <Name=ObjectName> or <ObjectName>")
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+ManualAutoCompleteList=(Command="ReloadCfg ",Desc="<Class/ObjectName> Reloads config variables for the specified object/class")
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+ManualAutoCompleteList=(Command="ReloadLoc ",Desc="<Class/ObjectName> Reloads localized variables for the specified object/class")
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+ManualAutoCompleteList=(Command="Set ",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname")
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+ManualAutoCompleteList=(Command="SetNoPEC",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname without Pre/Post Edit Change notifications")
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+ManualAutoCompleteList=(Command="Stat FPS",Desc="Shows FPS counter")
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+ManualAutoCompleteList=(Command="Stat UNIT",Desc="Shows hardware unit framerate")
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+ManualAutoCompleteList=(Command="Stat UnitGraph",Desc="Draws simple unit time graph")
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+ManualAutoCompleteList=(Command="Stat NamedEvents",Desc="Stat NamedEvents (Enables named events for external profilers)")
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+ManualAutoCompleteList=(Command="Stat StartFile",Desc="Stat StartFile (starts a stats capture, creating a new file in the Profiling directory; stop with stat StopFile to close the file)")
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+ManualAutoCompleteList=(Command="Stat StopFile",Desc="Stat StopFile (finishes a stats capture started by stat StartFile)")
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+ManualAutoCompleteList=(Command="Stat Hitches",Desc="Stat Hitches (shows an onscreen history of hitches)")
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+ManualAutoCompleteList=(Command="Stat CPULoad",Desc="Stat CPULoad (Shows CPU Utilization)")
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+ManualAutoCompleteList=(Command="Stat DUMPHITCHES",Desc="executes dumpstats on hitches - see log")
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+ManualAutoCompleteList=(Command="Stat D3D11RHI",Desc="Shows Direct3D 11 stats")
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+ManualAutoCompleteList=(Command="Stat LEVELS",Desc="Displays level streaming info")
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+ManualAutoCompleteList=(Command="Stat GAME",Desc="Displays game performance stats")
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+ManualAutoCompleteList=(Command="Stat MEMORY",Desc="Displays memory stats")
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+ManualAutoCompleteList=(Command="Stat PHYSICS",Desc="Displays physics performance stats")
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+ManualAutoCompleteList=(Command="Stat STREAMING",Desc="Displays basic texture streaming stats")
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+ManualAutoCompleteList=(Command="Stat STREAMINGDETAILS",Desc="Displays detailed texture streaming stats")
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+ManualAutoCompleteList=(Command="Stat GPU",Desc="Displays GPU stats for the frame")
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+ManualAutoCompleteList=(Command="Stat COLLISION",Desc=)
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+ManualAutoCompleteList=(Command="Stat PARTICLES",Desc=)
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+ManualAutoCompleteList=(Command="Stat SCRIPT",Desc=)
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+ManualAutoCompleteList=(Command="Stat AUDIO",Desc=)
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+ManualAutoCompleteList=(Command="Stat ANIM",Desc=)
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+ManualAutoCompleteList=(Command="Stat NET",Desc=)
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+ManualAutoCompleteList=(Command="Stat LIST",Desc="<Groups/Sets/Group> List groups of stats, saved sets, or specific stats within a specified group")
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+ManualAutoCompleteList=(Command="Stat splitscreen",Desc=)
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+ManualAutoCompleteList=(Command="MemReport",Desc="Outputs memory stats to a profile file. -Full gives more data, -Log outputs to the log")
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+ManualAutoCompleteList=(Command="ListTextures",Desc="Lists all loaded textures and their current memory footprint")
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+ManualAutoCompleteList=(Command="ListStreamingTextures",Desc="Lists info for all streaming textures")
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+ManualAutoCompleteList=(Command="ListAnims",Desc="Lists info for all animations")
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+ManualAutoCompleteList=(Command="ListSkeletalMeshes",Desc="Lists info for all skeletal meshes")
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+ManualAutoCompleteList=(Command="ListStaticMeshes",Desc="Lists info for all static meshes")
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+ManualAutoCompleteList=(Command="AudioMemReport",Desc="Lists info for audio memory")
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+ManualAutoCompleteList=(Command="InvestigateTexture",Desc="Shows streaming info about the specified texture")
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;placed here so we can type res<tab> to restartlevel as we often do that
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+ManualAutoCompleteList=(Command="RestartLevel",Desc="Restarts the level")
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;from Audio.cpp
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+ManualAutoCompleteList=(Command="Module List",Desc="Lists all known modules")
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+ManualAutoCompleteList=(Command="Module Load",Desc="Attempts to load the specified module name")
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+ManualAutoCompleteList=(Command="Module Unload",Desc="Unloads the specified module name")
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+ManualAutoCompleteList=(Command="Module Reload",Desc="Reloads the specified module name, unloading it first if needed")
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+ManualAutoCompleteList=(Command="Module Recompile",Desc="Attempts to recompile a module, first unloading it if needed")
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+ManualAutoCompleteList=(Command="HotReload",Desc="<UObject DLL Hot Reload> Attempts to recompile a UObject DLL and reload it on the fly")
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+ManualAutoCompleteList=(Command="ListSounds",Desc="Lists all the loaded sounds and their memory footprint")
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+ManualAutoCompleteList=(Command="ListWaves",Desc="List the WaveInstances and whether they have a source")
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+ManualAutoCompleteList=(Command="ListSoundClasses",Desc="Lists a summary of loaded sound collated by class")
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+ManualAutoCompleteList=(Command="ListAudioComponents",Desc="Dumps a detailed list of all AudioComponent objects")
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+ManualAutoCompleteList=(Command="ListSoundDurations",Desc=)
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+ManualAutoCompleteList=(Command="PlaySoundCue",Desc="Lists a summary of loaded sound collated by class")
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+ManualAutoCompleteList=(Command="PlaySoundWave",Desc=)
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+ManualAutoCompleteList=(Command="SetBaseSoundMix",Desc="<MixName>")
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+ManualAutoCompleteList=(Command="DisableLowPassFilter",Desc=)
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+ManualAutoCompleteList=(Command="DisableEQFilter",Desc=)
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+ManualAutoCompleteList=(Command="IsolateDryAudio",Desc=)
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+ManualAutoCompleteList=(Command="IsolateReverb",Desc=)
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+ManualAutoCompleteList=(Command="ResetSoundState",Desc="Resets volumes to default and removes test filters")
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+ManualAutoCompleteList=(Command="DisableAllScreenMessages",Desc="Disables all on-screen warnings/messages")
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+ManualAutoCompleteList=(Command="EnableAllScreenMessages",Desc="Enables all on-screen warnings/messages")
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+ManualAutoCompleteList=(Command="ToggleAllScreenMessages",Desc="Toggles display state of all on-screen warnings/messages")
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+ManualAutoCompleteList=(Command="ToggleAsyncCompute",Desc="Toggles AsyncCompute for platforms that have it")
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+ManualAutoCompleteList=(Command="ToggleRenderingThread",Desc="Toggles the rendering thread for platforms that have it")
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+ManualAutoCompleteList=(Command="CaptureMode",Desc="Toggles display state of all on-screen warnings/messages")
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+ManualAutoCompleteList=(Command="ShowDebug None",Desc="Toggles ShowDebug w/ current debug type selection")
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+ManualAutoCompleteList=(Command="ShowDebug Reset",Desc="Turns off ShowDebug, and clears debug type selection")
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+ManualAutoCompleteList=(Command="ShowDebug NET",Desc=)
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+ManualAutoCompleteList=(Command="ShowDebug PHYSICS",Desc=)
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+ManualAutoCompleteList=(Command="ShowDebug COLLISION",Desc=)
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+ManualAutoCompleteList=(Command="ShowDebug AI",Desc=)
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+ManualAutoCompleteList=(Command="ShowDebug CAMERA",Desc=)
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+ManualAutoCompleteList=(Command="ShowDebug WEAPON",Desc=)
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+ManualAutoCompleteList=(Command="ShowDebug ANIMATION",Desc="Toggles display state of animation debug data")
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+ManualAutoCompleteList=(Command="ShowDebug BONES",Desc="Toggles display of skeletalmesh bones")
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+ManualAutoCompleteList=(Command="ShowDebug INPUT",Desc=)
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+ManualAutoCompleteList=(Command="ShowDebug FORCEFEEDBACK",Desc="Toggles display of current force feedback values and what is contributing to that calculation")
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+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory 3DBONES",Desc="With ShowDebug Bones: Toggles bone rendering between single lines and a more complex 3D model per bone")
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+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory SYNCGROUPS",Desc="With ShowDebug Animation: Toggles display of sync group data")
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+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory MONTAGES",Desc="With ShowDebug Animation: Toggles display of montage data")
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+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory GRAPH",Desc="With ShowDebug Animation: Toggles display of animation blueprint graph")
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+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory CURVES",Desc="With ShowDebug Animation: Toggles display of curve data")
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+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory NOTIFIES",Desc="With ShowDebug Animation: Toggles display of notify data")
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+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLGRAPH",Desc="With ShowDebug Animation: Toggles graph display between active nodes only and all nodes")
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+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLBLENDSPACEDISPLAY",Desc="With ShowDebug Animation: Toggles display of sample blend weights on blendspaces")
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+ManualAutoCompleteList=(Command="ShowDebugForReticleTargetToggle ",Desc="<DesiredClass> Toggles 'ShowDebug' from showing debug info between reticle target actor (of subclass <DesiredClass>) and camera view target")
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+ManualAutoCompleteList=(Command="Stat SOUNDMIXES",Desc="Shows active SoundMixes")
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+ManualAutoCompleteList=(Command="Stat SOUNDWAVES",Desc="Shows active SoundWaves")
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+ManualAutoCompleteList=(Command="Stat SOUNDCUES",Desc="Shows active SoundCues")
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+ManualAutoCompleteList=(Command="Stat SOUNDS",Desc="<?> <sort=distance|class|name|waves|default> <-debug> <off> Shows active SoundCues and SoundWaves")
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+ManualAutoCompleteList=(Command="StartMovieCapture",Desc=)
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+ManualAutoCompleteList=(Command="StopMovieCapture",Desc=)
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+ManualAutoCompleteList=(Command="TraceTag",Desc="Draw traces that use the specified tag")
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+ManualAutoCompleteList=(Command="TraceTagAll",Desc="Draw all scene queries regardless of the trace tag")
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+ManualAutoCompleteList=(Command="VisLog",Desc="Launches Log Visualizer tool")
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+ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time")
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+ManualAutoCompleteList=(Command="Log ",Desc="<category> <level> Change verbosity level for a log category")
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+ManualAutoCompleteList=(Command="Log list",Desc="<search string> Search for log categories")
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+ManualAutoCompleteList=(Command="Log reset",Desc="Undo any changes to log verbosity")
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+ManualAutoCompleteList=(Command="RecordAnimation ActorName AnimName",Desc="Record animation for a specified actor to the specified file")
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+ManualAutoCompleteList=(Command="StopRecordingAnimation All",Desc="Stop all recording animations")
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+ManualAutoCompleteList=(Command="RecordSequence Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=<All|Actor|Class>")
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+ManualAutoCompleteList=(Command="StopRecordingSequence",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.")
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+ManualAutoCompleteList=(Command="RecordTake Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=<All|Actor|Class>")
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+ManualAutoCompleteList=(Command="StopRecordingTake",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.")
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+ManualAutoCompleteList=(Command="FreezeRendering",Desc="Toggle freezing of most aspects of rendering (such as visibility calculations), useful in conjunction with ToggleDebugCamera to fly around and see how frustum and occlusion culling is working")
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+ManualAutoCompleteList=(Command="ProfileGPU",Desc="Profile one frame of rendering commands sent to the GPU")
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+ManualAutoCompleteList=(Command="ProfileGPUHitches",Desc="Toggle profiling of GPU hitches.")
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+ManualAutoCompleteList=(Command="Automation",Desc="Run an automation command (e.g., Automation RunTests TestName)")
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+ManualAutoCompleteList=(Command="CsvProfile Start",Desc="Start CSV profiling.")
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+ManualAutoCompleteList=(Command="CsvProfile Stop",Desc="Stop CSV profiling.")
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BackgroundOpacityPercentage=85.000000
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InputColor=(R=230,G=230,B=230,A=255)
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HistoryColor=(R=180,G=180,B=180,A=255)
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AutoCompleteCommandColor=(B=185,G=109,R=144,A=255)
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AutoCompleteCVarColor=(B=86,G=158,R=86,A=255)
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AutoCompleteFadedColor=(R=100,G=100,B=100,A=255)
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