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This change consists of multiple changes: Core: - Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject) - Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter - Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses - Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names - Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed. - Added static UClass::TryConvertShortNameToPathName utility function - Added static UClass::TryFixShortClassNameExportPath utility function - Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass') - All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath - Added a new startup test that checks for short type names in UClass/FProperty MetaData values AssetRegistry: - Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath - Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names - This also applies to a few other modules' APIs to match AssetRegistry changes Everything else: - Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input) - Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName() - Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names #jira UE-99463 #rb many.people [FYI] Marcus.Wassmer #preflight 629248ec2256738f75de9b32 #codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786 #ROBOMERGE-OWNER: robert.manuszewski #ROBOMERGE-AUTHOR: robert.manuszewski #ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246) [CL 20448496 by robert manuszewski in ue5-main branch]
301 lines
12 KiB
INI
301 lines
12 KiB
INI
; This file defines the default engine settings for runtime game options
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; These settings are overridden by a project's DefaultGame.ini file and per-platform overrides
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; Most of these options can be set from Project Settings in the editor
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[Internationalization]
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; To add paths to use for localized game text, use the localization tools or add more lines like: +LocalizationPaths=%GAMEDIR%Content/Localization/SpecificConfiguration
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; To map a culture code to a culture implemented in your game, add lines like: +CultureMappings="es-AR;es-419"
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; To disable specific cultures (optionally in specific configurations), add lines like: +DisabledCultures="es-419;Shipping"
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; To disable specific localization targets, add lines like +DisabledLocalizationTargets=LocalizedPluginName
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+LocalizationPaths=%GAMEDIR%Content/Localization/Game
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[DefaultPlayer]
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Name=Player
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[/Script/Engine.GameNetworkManager]
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TotalNetBandwidth=32000
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MaxDynamicBandwidth=7000
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MinDynamicBandwidth=4000
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MoveRepSize=42.0f
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MAXPOSITIONERRORSQUARED=3.0f
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MAXNEARZEROVELOCITYSQUARED=9.0f
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CLIENTADJUSTUPDATECOST=180.0f
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MAXCLIENTUPDATEINTERVAL=0.25f
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MaxClientForcedUpdateDuration=1.0f
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ServerForcedUpdateHitchThreshold=0.150f
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ServerForcedUpdateHitchCooldown=0.100f
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MaxMoveDeltaTime=0.125f
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MaxClientSmoothingDeltaTime=0.50f
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ClientNetSendMoveDeltaTime=0.0166
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ClientNetSendMoveDeltaTimeThrottled=0.0222
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ClientNetSendMoveDeltaTimeStationary=0.0166
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ClientNetSendMoveThrottleAtNetSpeed=10000
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ClientNetSendMoveThrottleOverPlayerCount=10
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ClientAuthorativePosition=false
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ClientErrorUpdateRateLimit=0.0f
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bMovementTimeDiscrepancyDetection=false
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bMovementTimeDiscrepancyResolution=false
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MovementTimeDiscrepancyMaxTimeMargin=0.25f
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MovementTimeDiscrepancyMinTimeMargin=-0.25f
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MovementTimeDiscrepancyResolutionRate=1.0f
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MovementTimeDiscrepancyDriftAllowance=0.0f
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bMovementTimeDiscrepancyForceCorrectionsDuringResolution=false
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bUseDistanceBasedRelevancy=true
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[/Script/Party.Party]
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DefaultMaxPartySize=5
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[/Script/Party.SocialSettings]
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!SocialPlatformDescriptions=ClearArray
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+SocialPlatformDescriptions=(Name="AND", PlatformType="MOBILE", CrossplayPool="MOBILE")
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+SocialPlatformDescriptions=(Name="IOS", PlatformType="MOBILE", CrossplayPool="MOBILE")
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+SocialPlatformDescriptions=(Name="LNX", PlatformType="DESKTOP", CrossplayPool="DESKTOP")
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+SocialPlatformDescriptions=(Name="MAC", PlatformType="DESKTOP", CrossplayPool="DESKTOP")
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+SocialPlatformDescriptions=(Name="WIN", PlatformType="DESKTOP", CrossplayPool="DESKTOP")
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+SocialPlatformDescriptions=(Name="PSN", PlatformType="CONSOLE", OnlineSubsystem="PS4", ExternalAccountType="psn", SessionType="PS4", CrossplayPool="psn")
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+SocialPlatformDescriptions=(Name="SWT", PlatformType="CONSOLE", OnlineSubsystem="SWITCH", ExternalAccountType="nintendo", CrossplayPool="nintendo")
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+SocialPlatformDescriptions=(Name="XBL", PlatformType="CONSOLE", OnlineSubsystem="LIVE", ExternalAccountType="xbl", SessionType="MPSD", CrossplayPool="xbl")
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[/Script/Lobby.LobbyBeaconState]
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WaitForPlayersTimeRemaining=20.0
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[/Script/Engine.GameSession]
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MaxPlayers=16
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MaxSpectators=2
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MaxSplitscreensPerConnection=4
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bRequiresPushToTalk=true
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[/Script/EngineSettings.GeneralProjectSettings]
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CompanyName=
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CompanyDistinguishedName=
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CopyrightNotice=Fill out your copyright notice in the Description page of Project Settings.
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Description=
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LicensingTerms=
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PrivacyPolicy=
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ProjectName=
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ProjectVersion=1.0.0.0
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Homepage=
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SupportContact=
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MinWindowWidth=16
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MinWindowHeight=16
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[/Script/UnrealEd.ProjectPackagingSettings]
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@EngineCustomBuilds=Name
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@ProjectCustomBuilds=Name
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BuildConfiguration=PPBC_Development
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FullRebuild=False
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UsePakFile=True
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bUseIoStore=True
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bCompressed=True
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PackageCompressionFormat=Oodle
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; default compression block size is 64 KB
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;PackageAdditionalCompressionOptions=-compressionblocksize=256KB
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PackageCompressionMethod=Kraken
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PackageCompressionLevel_Distribution=7
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PackageCompressionLevel_TestShipping=5
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PackageCompressionLevel_DebugDevelopment=4
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PackageCompressionMinBytesSaved=1024
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PackageCompressionMinPercentSaved=5
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bForceUseProjectCompressionFormatIgnoreHardwareOverride=False
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bGenerateChunks=False
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bChunkHardReferencesOnly=False
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IncludePrerequisites=True
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IncludeCrashReporter=False
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InternationalizationPreset=English
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+CulturesToStage=en
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DefaultCulture=en
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bSkipEditorContent=false
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bSharedMaterialNativeLibraries=True
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bShareMaterialShaderCode=True
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bSkipMovies=False
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bPakUsesSecondaryOrder=True
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WriteBackMetadataToAssetRegistry=Disabled
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+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.icu
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+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.brk
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+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.res
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+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.nrm
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+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.cfu
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+EarlyDownloaderPakFileFiles=...\Content\Localization\...\*.*
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+EarlyDownloaderPakFileFiles=...\Content\Certificates\...\*.*
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; have special cased game localization so that it's not required for early pak file
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+EarlyDownloaderPakFileFiles=-...\Content\Localization\Game\...\*.*
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+EarlyDownloaderPakFileFiles=...\Config\...\*.ini
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+EarlyDownloaderPakFileFiles=...\Engine\GlobalShaderCache*.bin
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+EarlyDownloaderPakFileFiles=...\Content\ShaderArchive-Global*.ushaderbytecode
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+EarlyDownloaderPakFileFiles=...\Content\Slate\...\*.*
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+EarlyDownloaderPakFileFiles=-...\Content\Slate\...\*.uasset
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+EarlyDownloaderPakFileFiles=-...\Content\Slate\...\*.umap
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+EarlyDownloaderPakFileFiles=...\*.upluginmanifest
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+EarlyDownloaderPakFileFiles=...\*.uproject
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+EarlyDownloaderPakFileFiles=...\global_sf*.metalmap
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+IniKeyBlacklist=KeyStorePassword
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+IniKeyBlacklist=KeyPassword
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+IniKeyBlacklist=rsa.privateexp
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+IniKeyBlacklist=rsa.modulus
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+IniKeyBlacklist=rsa.publicexp
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+IniKeyBlacklist=aes.key
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+IniKeyBlacklist=SigningPublicExponent
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+IniKeyBlacklist=SigningModulus
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+IniKeyBlacklist=SigningPrivateExponent
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+IniKeyBlacklist=EncryptionKey
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+IniKeyBlacklist=DevCenterUsername
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+IniKeyBlacklist=DevCenterPassword
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+IniKeyBlacklist=IOSTeamID
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+IniKeyBlacklist=SigningCertificate
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+IniKeyBlacklist=MobileProvision
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+IniKeyBlacklist=IniKeyBlacklist
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+IniKeyBlacklist=IniSectionBlacklist
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+IniSectionBlacklist=HordeStorageServers
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[/Script/Engine.HUD]
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DebugDisplay=AI
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[/Script/Engine.PlayerController]
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InputYawScale=2.5
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InputPitchScale=-2.5
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InputRollScale=1.0
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ForceFeedbackScale=1.0
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[/Script/Engine.DebugCameraController]
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bShowSelectedInfo=true
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[/Script/Engine.WorldSettings]
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ChanceOfPhysicsChunkOverride=1.0
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bEnableChanceOfPhysicsChunkOverride=false
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DefaultAmbientZoneSettings=(bIsWorldSettings=true)
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MinUndilatedFrameTime=0.0005 ; 2000 fps
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MaxUndilatedFrameTime=0.4 ; 2.5 fps
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MinGlobalTimeDilation=0.0001
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MaxGlobalTimeDilation=20.0
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[/Script/AIModule.AIPerceptionComponent]
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HearingRange=768
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SightRadius=3000
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LoseSightRadius=3500
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LoSHearingRange=1500
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PeripheralVisionAngle=90
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[/Script/AIModule.AISense_Hearing]
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SpeedOfSoundSq=0
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[/Script/AIModule.AISenseConfig_Hearing]
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Implementation=Class'/Script/AIModule.AISense_Hearing'
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HearingRange=768
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LoSHearingRange=1500
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DetectionByAffiliation=(bDetectEnemies=true)
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[/Script/AIModule.AISenseConfig_Sight]
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Implementation=Class'/Script/AIModule.AISense_Sight'
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SightRadius=3000
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LoseSightRadius=3500
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PeripheralVisionAngleDegrees=90
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DetectionByAffiliation=(bDetectEnemies=true)
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AutoSuccessRangeFromLastSeenLocation=-1.f
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[/Script/AIModule.AISenseConfig_Damage]
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Implementation=Class'/Script/AIModule.AISense_Damage'
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[/Script/AIModule.EnvQueryManager]
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MaxAllowedTestingTime=0.01
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bTestQueriesUsingBreadth=true
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QueryCountWarningThreshold=0
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QueryCountWarningInterval=30.0
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[/Script/LiveLink.LiveLinkSettings]
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FrameInterpolationProcessor=Class'/Script/LiveLink.LiveLinkBasicFrameInterpolationProcessor'
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+DefaultRoleSettings=(Role=Class'/Script/LiveLink.LiveLinkAnimationRole', FrameInterpolationProcessor=Class'/Script/LiveLink.LiveLinkAnimationFrameInterpolationProcessor')
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[/Script/Engine.AssetManagerSettings]
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@PrimaryAssetTypesToScan=PrimaryAssetType
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+PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
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+PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
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[ShaderPipelineCache.CacheFile]
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; Games can configure the shader pipeline cache by adding options described in ShaderPipelineCache.h to DefaultGame.ini
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[Staging]
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; Games can set options used during the Staging process by adding lines in this section to DefaultGame.ini or platform-specific ini files
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; These are examples, the full list is described in DeploymentContext.cs:
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; +RemapDirectories=(From="Engine/Platforms/SecretPlatform/SpecificPlugin", To="Engine/Plugins/SpecificPlugin")
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; +WhitelistDirectories=GameName/SuspiciousFolderName
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; +BlacklistConfigFiles=GameName/Config/EditorOnlySystem.ini
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; +WhiitelistConfigFiles=GameName/Config/SuspiciouslyNamedSystem.ini
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; +BlacklistLocalizationTargets=Engine
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[CookedEditorSettings]
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+EngineAssetPaths="/Engine"
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+ProjectAssetPaths="/Game"
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+DisallowedObjectClassesToLoad="/Script/Engine.Blueprint"
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+DisallowedObjectClassesToLoad="/Script/Engine.AssetImportData"
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+DisallowedAssetClassesToGather="/Script/Engine.World"
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+DisallowedPathsToGather="/Game/Developers"
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;+EngineSpecificAssetsToCook="/Engine/Maps/Templates/Template_Default.umap"
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+EngineExtraStageFiles=(Path="Config", Files="*Editor*")
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+EngineExtraStageFiles=(Path="Config", Files="*Lightmass*")
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+EngineExtraStageFiles=(Path="Content/Slate")
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+EngineExtraStageFiles=(Path="Content/Splash")
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+EngineExtraStageFiles=(Path="Content/EngineMaterials")
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+EngineExtraStageFiles=(Path="Content/EditorResources")
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+EngineExtraStageFiles=(Path="Content/EngineFonts")
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+EngineExtraStageFiles=(Path="Content/Maps/Templates")
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+EngineExtraStageFiles=(Path="Build", Files="Build.version", Recursive=false, NonUFS=true)
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+EngineExtraStageFiles=(Path="Build/BatchFiles", Recursive=false, NonUFS=true)
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+EngineExtraStageFiles=(Path="Source/ThirdParty/Licenses")
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; default directories to stage
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bStageShaderDirs=true
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bStagePlatformBuildDirs=false
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bStageExtrasDirs=false
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bStagePlatformDirs=true
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bStageUAT=true
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bIsForExternalDistribution=false
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; this won't compile in monolithic editor without forcing ANSI allocator
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+DisabledPlugins=USDStageEditor
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+DisabledPlugins=USDImporter
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; settings related to building the cooked editor against an existing release, as a DLC plugin
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bBuildAgainstRelease=false
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; this is a shared empty plugin used solely to trigger DLC cooking mode (only used if bBuildAgainstRelease is true)
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DLCPluginName=MakeCookedEditorAsDLC
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; if empty, default to game name
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ReleaseName=
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; set to the type of release, either Game or Client
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ReleaseTargetType=Game
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[CookedEditorSettings_CookedEditor]
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; cooked maps don't work correctly in the editor now, so stage them uncooked
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MapMode=Uncooked
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; currently don't work well with cooked content
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+DisabledPlugins=GeometryMode
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+DisabledPlugins=Volumetrics
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+DisabledPlugins=AssetSearch
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; various plugins that cause issues in cooked/shipping editors (unknown reasons for now)
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+DisabledPlugins=BPEditorExtension
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+DisabledPlugins=ObjectBrowser
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; stuff that doesn't work well or is not needed in shipping
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+DisabledPlugins=FunctionalTestingEditor
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+DisabledPlugins=RuntimeTests
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+DisabledPlugins=EditorTests
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+DisabledPluginsInShipping=GameplayInsights
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+DisabledPluginsInShipping=TraceSourceFilters
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; stage extra Slate content
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+EngineExtraStageFiles=(Path="Content/Editor/Slate")
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+ProjectExtraStageFiles=(Path="Content/Editor/Slate")
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[CookedEditorSettings_CookedCooker]
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; cooked cookers don't edit maps, so we can use cooked ones
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MapMode=Cooked
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; stage all non-NDAd platgform configs, and editor configs
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+EngineExtraStageFiles=(Path="Config")
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+ProjectExtraStageFiles=(Path="Config")
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