Files
UnrealEngineUWP/Engine/Config/IOS/BaseIOSEngine.ini
henry falconer cd2fdb375d Disable hair binding on mobile, as it fails an assert due to a missing SRV on the target mesh
#rb Charles.deRousiers

#changelist validated
#virtualized

[CL 31214840 by henry falconer in 5.4 branch]
2024-02-06 10:41:14 -05:00

112 lines
3.2 KiB
INI

[/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