Files
UnrealEngineUWP/Engine/Config/BaseEngine.ini
Chris Bunner ab9d8e35b1 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3388261)
#lockdown Nick.Penwarden
#rb None

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3358140 on 2017/03/22 by Rolando.Caloca

	DR - Fix copy to cube face
	- Compile fix when using dump layer
	- Add new error enum

Change 3358301 on 2017/03/22 by Mitchell.Wilson

	Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.

Change 3358477 on 2017/03/22 by Mitchell.Wilson

	Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.

Change 3358529 on 2017/03/22 by Mark.Satterthwaite

	Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.

Change 3358745 on 2017/03/22 by Mark.Satterthwaite

	Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.

Change 3358837 on 2017/03/22 by Joe.Graf

	Merge of pull request #3214 for the RenderDocPlugin

	#CodeReview: matt.kuhlenschmidt, marcus.wassmer
	#rb: marcus.wassmer

Change 3359112 on 2017/03/22 by Ben.Salem

	Update perf monitor to include frame time by default. Also, use only  game/PIE world timers when in editor, instead of all worlds combined.

	#tests Ran several Showdown test runs with plugin!

Change 3359363 on 2017/03/22 by Joe.Graf

	First pass at non-unity & no pch compilation

Change 3359449 on 2017/03/22 by Joe.Graf

	Added missing null check when exporting a EXR on Linux (UE-40268)

	#CodeReview: dmitry.rekman
	#rb: n/a

Change 3360349 on 2017/03/23 by Guillaume.Abadie

	Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.

	#jira UE-42920

Change 3360405 on 2017/03/23 by Marcus.Wassmer

	Better method for detecting Kepler

Change 3360718 on 2017/03/23 by Daniel.Wright

	Planar reflections handle views smaller than the render target in a general way
	* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
	* Planar reflections are now supported in splitscreen

Change 3360758 on 2017/03/23 by Daniel.Wright

	[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead

Change 3360762 on 2017/03/23 by Daniel.Wright

	[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool

Change 3360768 on 2017/03/23 by Daniel.Wright

	[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram

Change 3360770 on 2017/03/23 by Daniel.Wright

	[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox

Change 3360771 on 2017/03/23 by Daniel.Wright

	[Copy] Particle lights no longer force tiled deferred lighting.  Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen.  Saves 1.5ms Xbox with one particle light.

Change 3360774 on 2017/03/23 by Daniel.Wright

	[Copy] Distance field cvar comments

Change 3360782 on 2017/03/23 by Daniel.Wright

	[Copy] Disabled selection color on Volume materials

Change 3360795 on 2017/03/23 by Daniel.Wright

	[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption.  Albedo is [0-1] reflectance, while Extinction is a world space density.

Change 3360799 on 2017/03/23 by Daniel.Wright

	[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y

Change 3360806 on 2017/03/23 by Daniel.Wright

	[Copy] Fixed volumetric fog being offset when viewport min is not 0

Change 3360809 on 2017/03/23 by Daniel.Wright

	[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot.  Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.

Change 3361651 on 2017/03/23 by Brian.Karis

	Higher quality sharp SSR at quality 4

Change 3361678 on 2017/03/23 by Brian.Karis

	Fresnel darkens diffuse for clearcoat.

Change 3361683 on 2017/03/23 by Brian.Karis

	Fixed SSR artifact

Change 3361691 on 2017/03/23 by Brian.Karis

	Chagned min roughness limit

Change 3361707 on 2017/03/23 by Brian.Karis

	Added inverse film tone map

Change 3361726 on 2017/03/23 by Brian.Karis

	Better precision inverse

Change 3361758 on 2017/03/23 by Brian.Karis

	Material flag normal curvature to roughness is no longer forward only.

Change 3361765 on 2017/03/23 by Brian.Karis

	Update ACES

Change 3361774 on 2017/03/23 by Brian.Karis

	Cleaned up alpha support and disabled screen edge clipping.

Change 3362478 on 2017/03/24 by Guillaume.Abadie

	Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.

	#author Brian.Karis

	#jira UE-42920

Change 3362738 on 2017/03/24 by Rolando.Caloca

	DR - Hide scene capture on IF

Change 3362890 on 2017/03/24 by Guillaume.Abadie

	Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha

Change 3363665 on 2017/03/24 by Mark.Satterthwaite

	PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)

Change 3363866 on 2017/03/24 by Arne.Schober

	DR - Updated NVAPI
	#RB Marcus.Wassmer

Change 3364300 on 2017/03/24 by Brian.Karis

	SSR use dynamic velocity

Change 3364372 on 2017/03/24 by Brian.Karis

	Fix changing off axis projection velocities.

Change 3364373 on 2017/03/24 by Brian.Karis

	Enabled velocity drawing in scene captures

Change 3365531 on 2017/03/27 by Guillaume.Abadie

	Computes the material's screen position material expression directly from the pixel shader SvPosition

Change 3365764 on 2017/03/27 by Chris.Bunner

	Lowering severity of crash for missing values in scalability.ini.

	#jira UE-41331

Change 3365916 on 2017/03/27 by Guillaume.Abadie

	Exposes the viewport offset within the view property material expression

Change 3365979 on 2017/03/27 by Brian.Karis

	Fixed skylight intensity from double applying

Change 3365987 on 2017/03/27 by Brian.Karis

	Stopped post process indirect lighting intensity from scaling skylight reflections

Change 3365991 on 2017/03/27 by Brian.Karis

	Fix for static analysis

Change 3366028 on 2017/03/27 by Daniel.Wright

	Volumetric fog supports static shadowing from Stationary lights
	* Using bilinear on static shadowmap depths + 1 PCF to smooth out results

Change 3366029 on 2017/03/27 by Daniel.Wright

	Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog

Change 3366055 on 2017/03/27 by Guillaume.Abadie

	Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.

Change 3366447 on 2017/03/27 by Simon.Tourangeau

	Fix IES light profile importer.
	- Bug in the LM-63-1986 format importer.

Change 3366836 on 2017/03/27 by Brian.Karis

	ClearUAV now supports int types

Change 3367435 on 2017/03/28 by Benjamin.Hyder

	Submitting Decal Automation map for initial approval

Change 3367572 on 2017/03/28 by Chris.Bunner

	Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.

	#jira UE-42989

Change 3367756 on 2017/03/28 by Olaf.Piesche

	Niagara material usage flags

Change 3367835 on 2017/03/28 by Marcus.Wassmer

	Fix crash when TileRenderer runs before anything else.  Make explicit behavior when rendering at a time when there is no valid scene.

Change 3367837 on 2017/03/28 by Marcus.Wassmer

	Missed a file.

Change 3367838 on 2017/03/28 by Richard.Wallis

	Updated items from original shelved version by Mark Satt:

	- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's

	**Description below taken from Mark Satt's original verison of this in CL3343280**

	Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.

	Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.

	- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently  supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
	- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
	- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
	- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
	- This bumps the object version and will cause all content to recook.
	- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).

Change 3367854 on 2017/03/28 by Mark.Satterthwaite

	Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.

Change 3367877 on 2017/03/28 by Brian.Karis

	Fixed linux build hopefully

Change 3368001 on 2017/03/28 by Mark.Satterthwaite

	Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.

Change 3368019 on 2017/03/28 by Mark.Satterthwaite

	And another fix for Windows compilation of MetalShaderFormat.

Change 3368042 on 2017/03/28 by Mark.Satterthwaite

	And a couple of simpler MSVC errors.

Change 3368271 on 2017/03/28 by Mark.Satterthwaite

	Make SceneRenderTargets compile again.

Change 3368691 on 2017/03/28 by Daniel.Wright

	[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis

Change 3369689 on 2017/03/29 by Marcus.Wassmer

	Fix non editor compile for now

Change 3369862 on 2017/03/29 by Marcus.Wassmer

	Get the rest of the things compiling again.

Change 3369896 on 2017/03/29 by Chris.Bunner

	Enabling AMD HDR support by default.

	#jira UE-42113

Change 3370535 on 2017/03/29 by Marcus.Wassmer

	DR - Fix template explicit instantiation for ClearUAV permutations
	#RB Brian.Karis, Arne.Schober

Change 3370704 on 2017/03/29 by Rolando.Caloca

	DR - Rewrote GPU Skin Cache
	- Per section buffers
	- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
	Copied from 3370529

Change 3371389 on 2017/03/30 by Richard.Wallis

	Remove temp working directories after archive packages built.

Change 3371641 on 2017/03/30 by Rolando.Caloca

	DR - Copy 3371640 (fix mem leak)

Change 3372436 on 2017/03/30 by Uriel.Doyon

	Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
	This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.

	Removed the limitation of only processing UMeshComponent when handling spawed primitive.
	This releases the level manager from having to manage dynamic primitives.
	This improves performance by not having to manage dynamic references in the level manager.

	Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
	many cases automatically where previously a manual callback to notify would have been required.

	Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
	because of lack of references in the streamer.

Change 3372740 on 2017/03/30 by Chris.Bunner

	[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
	StencilSceneTexture added to deferred list.
	A few known issues to be fixed in a follow-up CL.

Change 3372765 on 2017/03/30 by Uriel.Doyon

	Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update

Change 3372979 on 2017/03/30 by Richard.Hinckley

	#jira UE-43501
	The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.

Change 3373053 on 2017/03/30 by Simon.Tourangeau

	LPV Fade support
	- mostly integrated from CL 2959511

Change 3373272 on 2017/03/30 by Uriel.Doyon

	Added support for the concurrent update of dynamic primitives by the streaming manager.

Change 3373450 on 2017/03/30 by Rolando.Caloca

	DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
	Copy 3373364

	#jira UE-43492

Change 3373470 on 2017/03/30 by Marcus.Wassmer

	Nvidia Aftermath support

Change 3374187 on 2017/03/31 by Chris.Bunner

	Volume texture support for CombineLUTs/Tonemap compute pass.
	Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
	Skip compute post process out-of-bounds writes.
	Unsigned type conversion fixes.
	Trimmed compute post process shader inputs.

Change 3374233 on 2017/03/31 by Chris.Bunner

	Removed several redundant post process compute fences and resource transitions.
	Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).

Change 3374412 on 2017/03/31 by Rolando.Caloca

	DR - Fix static analysis

Change 3374544 on 2017/03/31 by Richard.Wallis

	FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.

	Future Work
	- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
	- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
	- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock

Change 3374588 on 2017/03/31 by Richard.Wallis

	Windows Compile Fixes

Change 3374810 on 2017/03/31 by Benjamin.Hyder

	updating recommended GPU drivers

Change 3375207 on 2017/03/31 by Rolando.Caloca

	DR - vk - Fixed swapchain format selection for some Linux platforms

Change 3375248 on 2017/03/31 by Rolando.Caloca

	DR - vk - Prefer D32S8

Change 3375495 on 2017/03/31 by Rolando.Caloca

	DR - vk - Update to sdk 1.0.42.2

Change 3375496 on 2017/03/31 by Rolando.Caloca

	DR - Force compiling with updated Vulkan SDK

Change 3375636 on 2017/03/31 by Mark.Satterthwaite

	Copying Metal improvements from task stream, with some modifications:
	- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
	- Support for Apple's Instruments "Points of Interest" tool.
	- Consolidation of some Mac & iOS compiler, memory and thread handling code.
	- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
	- Improvements to the internal FMetalDebug layer, still off by default.
	- Limited support for Xcode automatic code-signing for iOS/tvOS.
	- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
	- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
	- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
	- Smattering of lesser fixes.

Change 3375654 on 2017/03/31 by Mark.Satterthwaite

	Incremental Windows build fix.

Change 3375656 on 2017/04/01 by Mark.Satterthwaite

	Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).

Change 3375797 on 2017/04/01 by Mark.Satterthwaite

	Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...

Change 3375798 on 2017/04/01 by Mark.Satterthwaite

	Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.

Change 3375835 on 2017/04/01 by Mark.Satterthwaite

	Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.

Change 3376143 on 2017/04/02 by Mark.Satterthwaite

	Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.

Change 3376324 on 2017/04/03 by Chris.Bunner

	Fixed cvar re-registration log spam and flagged a testing-only cvar as such.

Change 3376726 on 2017/04/03 by Benjamin.Hyder

	Submitting initial HDR test map (WIP)

Change 3376756 on 2017/04/03 by Guillaume.Abadie

	Fixes scene captures ordering's backward compatibility.

	Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.

Change 3377378 on 2017/04/03 by Arne.Schober

	DR - Fix ShaderRecompiling over and over again
	#RB Chris.Bunner

Change 3377512 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events

Change 3377518 on 2017/04/03 by Daniel.Wright

	[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12

Change 3377526 on 2017/04/03 by Daniel.Wright

	[Copy] "Ran out of GPU queries!" log only happens once

Change 3377535 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed unreferenced local variable

Change 3377539 on 2017/04/03 by Daniel.Wright

	[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages

Change 3377546 on 2017/04/03 by Daniel.Wright

	[Copy] Added r.LightMaxDrawDistanceScale for local light scalability

Change 3377553 on 2017/04/03 by Daniel.Wright

	[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path

Change 3377560 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes

Change 3377565 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)

Change 3377572 on 2017/04/03 by Daniel.Wright

	[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC

Change 3377586 on 2017/04/03 by Daniel.Wright

	Fixed compile error

Change 3377699 on 2017/04/03 by David.Hill

	FFT Code.  Moved over from raven and refactored

	#review-3374589 @guillaume.abadie

Change 3377910 on 2017/04/03 by David.Hill

	GPU FFT: Fix Linux Build
	adding a missing template<> to an IMPLEMENT_SHADER_TYPE

Change 3378751 on 2017/04/04 by Marcus.Wassmer

	HQ particle lights now spawn attached to the same socket as their parent module.

Change 3378819 on 2017/04/04 by Richard.Wallis

	Should be no need to protect shader cache against RHI thread now.

Change 3378823 on 2017/04/04 by Richard.Wallis

	FRHIShaderLibrary Opaque Type

	- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
	- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
	- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.

Change 3378883 on 2017/04/04 by Arne.Schober

	DR - Fix DCC build

Change 3378885 on 2017/04/04 by Richard.Wallis

	Metal resource cast compile fix post merge.

Change 3378946 on 2017/04/04 by Chris.Bunner

	SM4 assert fix.

Change 3378953 on 2017/04/04 by Chris.Bunner

	Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
	Allowed material nodes to opt out of mask-based pin coloration.
	#tests Compiled most Paragon materials + QAGame test maps.

	#jira UE-39885

Change 3379189 on 2017/04/04 by Arne.Schober

	DR - Fix aftermath staging

Change 3379229 on 2017/04/04 by Arne.Schober

	DR - Fix missing include

Change 3379374 on 2017/04/04 by Mark.Satterthwaite

	Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.

Change 3379505 on 2017/04/04 by Rolando.Caloca

	DR - Fix mismatched interpolators

Change 3379539 on 2017/04/04 by Mark.Satterthwaite

	No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...

	#jira UE-43626

Change 3379561 on 2017/04/04 by Rolando.Caloca

	DR - Fix root signature issues on D3D12 PC

Change 3379590 on 2017/04/04 by Mark.Satterthwaite

	Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.

	#jira UE-43626

Change 3379917 on 2017/04/04 by Uriel.Doyon

	Fix to input mismatch

Change 3380578 on 2017/04/05 by Chris.Bunner

	Shader type fixes.

	#jira UE-43652

Change 3380639 on 2017/04/05 by Rolando.Caloca

	DR - Expose GetOrCreate PSO and document

Change 3380821 on 2017/04/05 by Guillaume.Abadie

	Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()

	#jira UE-43642

Change 3381092 on 2017/04/05 by Guillaume.Abadie

	Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.

	This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.

Change 3381300 on 2017/04/05 by Mark.Satterthwaite

	Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.

	#jira UE-43597

Change 3381359 on 2017/04/05 by Guillaume.Abadie

	Back out changelist 3381092

Change 3381421 on 2017/04/05 by Mark.Satterthwaite

	Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.

	#jira UE-43689

Change 3381422 on 2017/04/05 by Mark.Satterthwaite

	Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.

	#jira UE-43691

Change 3381503 on 2017/04/05 by Daniel.Wright

	More intuitive controls for Volumetric Fog
	* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
	* InscatteringColorCubemap is now supported by Volumetric Fog
	* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
	* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
	* Volume Materials have twice the interpolators available

Change 3381527 on 2017/04/05 by Mark.Satterthwaite

	Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.

Change 3381671 on 2017/04/05 by Mark.Satterthwaite

	Better error message for failure to compile shaders remotely from PC for Metal.

Change 3381769 on 2017/04/05 by Rolando.Caloca

	DR - Added lock texture array 2d on Vulkan

Change 3382003 on 2017/04/05 by Mark.Satterthwaite

	Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.

Change 3382030 on 2017/04/05 by Zachary.Wilson

	Fix compiling Metal text shaders from PC broken in merge from task stream.
	#submitter mark.satterthwaite

	#jira UE-43652

Change 3382880 on 2017/04/06 by Mark.Satterthwaite

	Michael Trepka's CL #3379927:
	VolumetricFogVoxelization implementation for Mac

Change 3383315 on 2017/04/06 by Mark.Satterthwaite

	Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.

	#jira UE-43739

Change 3384639 on 2017/04/07 by Marcus.Wassmer

	Move ShaderResource version bump to RenderingObjectVersion

Change 3384704 on 2017/04/07 by Mark.Satterthwaite

	Compile fix for merge.

Change 3384933 on 2017/04/07 by Rolando.Caloca

	DR - Fix skin cache crash with BP (copy 3384714)

Change 3385104 on 2017/04/07 by Mark.Satterthwaite

	Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.

	#jira UE-43783

Change 3385105 on 2017/04/07 by Mark.Satterthwaite

	Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783

	#jira UE-43783

Change 3385118 on 2017/04/07 by Arne.Schober

	DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
	#RB none

Change 3385149 on 2017/04/07 by Marcus.Wassmer

	Fix skincache motion blur

Change 3385189 on 2017/04/07 by Rolando.Caloca

	DR - Fix swapchain format for editor on Vulkan

Change 3385287 on 2017/04/07 by Mark.Satterthwaite

	Enable SM5 on Intel as of 10.12.4 and later.

Change 3385347 on 2017/04/07 by Rolando.Caloca

	DR - Temp fix for GL4 corruption on editor
	#jira UE-43785

Change 3385363 on 2017/04/07 by Rolando.Caloca

	DR - Actually fix all win platforms for GL bug
	#jira UE-43785

Change 3385557 on 2017/04/07 by Arne.Schober

	DR - [UE-43205] - Fix mesh paint
	#RB none

Change 3385608 on 2017/04/07 by Daniel.Wright

	Fixed SampleCmp being used on a non-depth texture, causing a d3d error

Change 3385980 on 2017/04/10 by Rolando.Caloca

	DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture

Change 3386042 on 2017/04/10 by Rolando.Caloca

	DR - Fix metal merge issue

Change 3386157 on 2017/04/10 by Rolando.Caloca

	DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)

Change 3386356 on 2017/04/10 by Chris.Bunner

	Resolving merge errors.

Change 3386414 on 2017/04/10 by Chris.Bunner

	Resolved merge issue in RendererScene.cpp.

Change 3386700 on 2017/04/10 by Mark.Satterthwaite

	Silence documentation warnings.

Change 3387178 on 2017/04/10 by Chris.Bunner

	Removed invalid mask correction on MakeMA material nodes.

Change 3388177 on 2017/04/11 by Marcus.Wassmer

	Disable ensure that is no longer relevant now that we bind clear colors on texture creation

Change 3388261 on 2017/04/11 by Chris.Bunner

	Static analysis fix.

[CL 3388266 by Chris Bunner in Main branch]
2017-04-11 10:32:07 -04:00

1738 lines
94 KiB
INI

[Launch]
[/Script/EngineSettings.GameMapsSettings]
GameInstanceClass=/Script/Engine.GameInstance
EditorStartupMap=/Engine/Maps/Templates/Template_Default
GameDefaultMap=/Engine/Maps/Entry
ServerDefaultMap=/Engine/Maps/Entry
GlobalDefaultGameMode="/Script/Engine.GameModeBase"
; Example for map prefix and game mode name setting
; +GameModeMapPrefixes=(Name="DM-",GameMode="/Script/GamePackage.DMGameMode")
; +GameModeClassAliases=(Name="DM",GameMode="/Script/GamePackage.DMGameMode")
LocalMapOptions=
[URL]
Protocol=unreal
Name=Player
SaveExt=usa
Port=7777
PeerPort=7778
[HTTP]
HttpTimeout=180
HttpConnectionTimeout=60
HttpReceiveTimeout=30
HttpSendTimeout=30
[Ping]
StackSize=1048576
[Voice]
bEnabled=false
bDuckingOptOut=true
[/Script/Engine.Engine]
ConsoleClassName=/Script/Engine.Console
GameViewportClientClassName=/Script/Engine.GameViewportClient
LocalPlayerClassName=/Script/Engine.LocalPlayer
WorldSettingsClassName=/Script/Engine.WorldSettings
NavigationSystemClassName=/Script/Engine.NavigationSystem
AvoidanceManagerClassName=/Script/Engine.AvoidanceManager
PhysicsCollisionHandlerClassName=/Script/Engine.PhysicsCollisionHandler
LevelScriptActorClassName=/Script/Engine.LevelScriptActor
DefaultBlueprintBaseClassName=/Script/Engine.Actor
GameUserSettingsClassName=/Script/Engine.GameUserSettings
AIControllerClassName=/Script/AIModule.AIController
AssetManagerClassName=/Script/Engine.AssetManager
bAllowMatureLanguage=false
GameEngine=/Script/Engine.GameEngine
EditorEngine=/Script/UnrealEd.EditorEngine
UnrealEdEngine=/Script/UnrealEd.UnrealEdEngine
TinyFontName=/Engine/EngineFonts/RobotoTiny.RobotoTiny
SmallFontName=/Engine/EngineFonts/Roboto.Roboto
MediumFontName=/Engine/EngineFonts/Roboto.Roboto
LargeFontName=/Engine/EngineFonts/Roboto.Roboto
SubtitleFontName=/Engine/EngineFonts/Roboto.Roboto
WireframeMaterialName=/Engine/EngineDebugMaterials/WireframeMaterial.WireframeMaterial
DefaultMaterialName=/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial
DefaultLightFunctionMaterialName=/Engine/EngineMaterials/DefaultLightFunctionMaterial.DefaultLightFunctionMaterial
DefaultTextureName=/Engine/EngineResources/DefaultTexture.DefaultTexture
DefaultDiffuseTextureName=/Engine/EngineMaterials/DefaultDiffuse.DefaultDiffuse
DefaultBSPVertexTextureName=/Engine/EditorResources/BSPVertex.BSPVertex
HighFrequencyNoiseTextureName=/Engine/EngineMaterials/Good64x64TilingNoiseHighFreq.Good64x64TilingNoiseHighFreq
DefaultBokehTextureName=/Engine/EngineMaterials/DefaultBokeh.DefaultBokeh
GeomMaterialName=/Engine/EngineDebugMaterials/GeomMaterial.GeomMaterial
DebugMeshMaterialName=/Engine/EngineDebugMaterials/DebugMeshMaterial.DebugMeshMaterial
PreIntegratedSkinBRDFTextureName=/Engine/EngineMaterials/PreintegratedSkinBRDF.PreintegratedSkinBRDF
MiniFontTextureName=/Engine/EngineMaterials/MiniFont.MiniFont
WeightMapPlaceholderTextureName=/Engine/EngineMaterials/WeightMapPlaceholderTexture.WeightMapPlaceholderTexture
LightMapDensityTextureName=/Engine/EngineMaterials/DefaultWhiteGrid.DefaultWhiteGrid
LevelColorationLitMaterialName=/Engine/EngineDebugMaterials/LevelColorationLitMaterial.LevelColorationLitMaterial
LevelColorationUnlitMaterialName=/Engine/EngineDebugMaterials/LevelColorationUnlitMaterial.LevelColorationUnlitMaterial
LightingTexelDensityName=/Engine/EngineDebugMaterials/MAT_LevelColorationLitLightmapUV.MAT_LevelColorationLitLightmapUV
ShadedLevelColorationUnlitMaterialName=/Engine/EngineDebugMaterials/ShadedLevelColorationUnlitMateri.ShadedLevelColorationUnlitMateri
ShadedLevelColorationLitMaterialName=/Engine/EngineDebugMaterials/ShadedLevelColorationLitMaterial.ShadedLevelColorationLitMaterial
RemoveSurfaceMaterialName=/Engine/EngineMaterials/RemoveSurfaceMaterial.RemoveSurfaceMaterial
VertexColorMaterialName=/Engine/EngineDebugMaterials/VertexColorMaterial.VertexColorMaterial
VertexColorViewModeMaterialName_ColorOnly=/Engine/EngineDebugMaterials/VertexColorViewMode_ColorOnly.VertexColorViewMode_ColorOnly
VertexColorViewModeMaterialName_AlphaAsColor=/Engine/EngineDebugMaterials/VertexColorViewMode_AlphaAsColor.VertexColorViewMode_AlphaAsColor
VertexColorViewModeMaterialName_RedOnly=/Engine/EngineDebugMaterials/VertexColorViewMode_RedOnly.VertexColorViewMode_RedOnly
VertexColorViewModeMaterialName_GreenOnly=/Engine/EngineDebugMaterials/VertexColorViewMode_GreenOnly.VertexColorViewMode_GreenOnly
VertexColorViewModeMaterialName_BlueOnly=/Engine/EngineDebugMaterials/VertexColorViewMode_BlueOnly.VertexColorViewMode_BlueOnly
BoneWeightMaterialName=/Engine/EngineDebugMaterials/BoneWeightMaterial.BoneWeightMaterial
ClothPaintMaterialName=/Engine/EngineDebugMaterials/ClothMaterial.ClothMaterial
InvalidLightmapSettingsMaterialName=/Engine/EngineMaterials/M_InvalidLightmapSettings.M_InvalidLightmapSettings
PreviewShadowsIndicatorMaterialName=/Engine/EditorMaterials/PreviewShadowIndicatorMaterial.PreviewShadowIndicatorMaterial
EditorBrushMaterialName=/Engine/EngineMaterials/EditorBrushMaterial.EditorBrushMaterial
DefaultPhysMaterialName=/Engine/EngineMaterials/DefaultPhysicalMaterial.DefaultPhysicalMaterial
DefaultDeferredDecalMaterialName=/Engine/EngineMaterials/DefaultDeferredDecalMaterial.DefaultDeferredDecalMaterial
DefaultPostProcessMaterialName=/Engine/EngineMaterials/DefaultPostProcessMaterial.DefaultPostProcessMaterial
TextureStreamingBoundsMaterialName=/Engine/EditorMaterials/Utilities/TextureStreamingBounds_MATInst.TextureStreamingBounds_MATInst
ArrowMaterialName=/Engine/EditorMaterials/GizmoMaterial.GizmoMaterial
bAllowHostMigration=false
HostMigrationTimeout=15
ParticleEventManagerClassPath="/Script/Engine.ParticleEventManager"
PlayOnConsoleSaveDir=Autosaves
LightingOnlyBrightness=(R=0.3,G=0.3,B=0.3,A=1.0)
+ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0)
+ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
+ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0)
+ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1.0)
+ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0)
+ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
+ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0)
+ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0)
+ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
+QuadComplexityColors=(R=0.0,G=0.0,B=0.0,A=1.0)
+QuadComplexityColors=(R=0.0,G=0.0,B=0.4,A=1.0)
+QuadComplexityColors=(R=0.0,G=0.3,B=1.0,A=1.0)
+QuadComplexityColors=(R=0.0,G=0.7,B=0.4,A=1.0)
+QuadComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
+QuadComplexityColors=(R=0.8,G=0.8,B=0.0,A=1.0)
+QuadComplexityColors=(R=1.0,G=0.3,B=0.0,A=1.0)
+QuadComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
+QuadComplexityColors=(R=0.5,G=0.0,B=0.5,A=1.0)
+QuadComplexityColors=(R=0.7,G=0.3,B=0.7,A=1.0)
+QuadComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
+LightComplexityColors=(R=0.0,G=0.0,B=0.0,A=1.0)
+LightComplexityColors=(R=0.0,G=0.0,B=0.4,A=1.0)
+LightComplexityColors=(R=0.0,G=0.3,B=1.0,A=1.0)
+LightComplexityColors=(R=0.0,G=0.7,B=0.4,A=1.0)
+LightComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
+LightComplexityColors=(R=0.8,G=0.8,B=0.0,A=1.0)
+LightComplexityColors=(R=1.0,G=0.3,B=0.0,A=1.0)
+LightComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
+LightComplexityColors=(R=0.5,G=0.0,B=0.5,A=1.0)
+LightComplexityColors=(R=0.7,G=0.3,B=0.7,A=1.0)
+LightComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
+StationaryLightOverlapColors=(R=0.0,G=1.0,B=0.127,A=1.0)
+StationaryLightOverlapColors=(R=0.0,G=1.0,B=0.0,A=1.0)
+StationaryLightOverlapColors=(R=0.046,G=0.52,B=0.0,A=1.0)
+StationaryLightOverlapColors=(R=0.215,G=0.215,B=0.0,A=1.0)
+StationaryLightOverlapColors=(R=0.52,G=0.046,B=0.0,A=1.0)
+StationaryLightOverlapColors=(R=0.7,G=0.0,B=0.0,A=1.0)
+StationaryLightOverlapColors=(R=1.0,G=0.0,B=0.0,A=1.0)
+StationaryLightOverlapColors=(R=1.0,G=0.0,B=0.5,A=1.0)
+StationaryLightOverlapColors=(R=1.0,G=0.9,B=0.9,A=1.0)
+LODColorationColors=(R=1.0,G=1.0,B=1.0,A=1.0) ; white (LOD 0)
+LODColorationColors=(R=1.0,G=0.0,B=0.0,A=1.0) ; red (LOD 1)
+LODColorationColors=(R=0.0,G=1.0,B=0.0,A=1.0) ; green (etc...)
+LODColorationColors=(R=0.0,G=0.0,B=1.0,A=1.0) ; blue
+LODColorationColors=(R=1.0,G=1.0,B=0.0,A=1.0) ; yellow
+LODColorationColors=(R=1.0,G=0.0,B=1.0,A=1.0) ; fuchsia (bright purple)
+LODColorationColors=(R=0.0,G=1.0,B=1.0,A=1.0) ; cyan
+LODColorationColors=(R=0.5,G=0.0,B=0.5,A=1.0) ; purple
+StreamingAccuracyColors=(R=1.0,G=0.0,B=0.0,A=1.0)
+StreamingAccuracyColors=(R=0.8,G=0.5,B=0.0,A=1.0)
+StreamingAccuracyColors=(R=0.7,G=0.7,B=0.7,A=1.0)
+StreamingAccuracyColors=(R=0.0,G=0.8,B=0.5,A=1.0)
+StreamingAccuracyColors=(R=0.0,G=1.0,B=0.0,A=1.0)
+HLODColorationColors=(R=1.0,G=1.0,B=1.0,A=1.0) ; white (not part of HLOD)
+HLODColorationColors=(R=0.0,G=1.0,B=0.0,A=1.0) ; green (part of HLOD but being drawn outside of it)
+HLODColorationColors=(R=0.0,G=0.0,B=1.0,A=1.0) ; blue (HLOD level 0)
+HLODColorationColors=(R=1.0,G=1.0,B=0.0,A=1.0) ; yellow (HLOD level 1, etc...)
+HLODColorationColors=(R=1.0,G=0.0,B=1.0,A=1.0) ; purple
+HLODColorationColors=(R=0.0,G=1.0,B=1.0,A=1.0) ; cyan
+HLODColorationColors=(R=0.5,G=0.5,B=0.5,A=1.0) ; grey
MaxPixelShaderAdditiveComplexityCount=2000
MaxES2PixelShaderAdditiveComplexityCount=600
bSubtitlesEnabled=True
bSubtitlesForcedOff=false
DefaultSoundName=/Engine/EngineSounds/WhiteNoise.WhiteNoise
MaximumLoopIterationCount = 1000000
; Allows Blueprint classes based on a native Actor or Component subclass to tick even if their parent has bCanEverTick flag set to false.
bCanBlueprintsTickByDefault=true
; Controls whether anim blueprint nodes that access member variables of their class directly should use the optimized path that avoids a thunk to the Blueprint VM.
bOptimizeAnimBlueprintMemberVariableAccess=true
CameraRotationThreshold=45.0
CameraTranslationThreshold=10000
PrimitiveProbablyVisibleTime = 8.0
MaxOcclusionPixelsFraction = 0.1
MinLightMapDensity=0.0
IdealLightMapDensity=0.2
MaxLightMapDensity=0.8
RenderLightMapDensityGrayscaleScale=1.0
RenderLightMapDensityColorScale=1.0
bRenderLightMapDensityGrayscale=false
LightMapDensityVertexMappedColor=(R=0.65,G=0.65,B=0.25,A=1.0)
LightMapDensitySelectedColor=(R=1.0,G=0.2,B=1.0,A=1.0)
bDisablePhysXHardwareSupport=True
bPauseOnLossOfFocus=false
MaxParticleResize=0
MaxParticleResizeWarn=0
NetClientTicksPerSecond=200
+StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.0,Out=(R=255)),(In=30,Out=(R=255,G=255)),(In=45.0,Out=(G=255))))
+StatColorMappings=(StatName="Frametime",ColorMap=((In=1.0,Out=(G=255)),(In=25.0,Out=(G=255)),(In=29.0,Out=(R=255,G=255)),(In=33.0,Out=(R=255))))
+StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.0,Out=(G=255)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.0,Out=(R=255))))
DisplayGamma=2.2
MinDesiredFrameRate=35.000000
InitialButtonRepeatDelay=0.2
ButtonRepeatDelay=0.1
NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="/Script/OnlineSubsystemUtils.IpNetDriver",DriverClassNameFallback="/Script/OnlineSubsystemUtils.IpNetDriver")
+NetDriverDefinitions=(DefName="DemoNetDriver",DriverClassName="/Script/Engine.DemoNetDriver",DriverClassNameFallback="/Script/Engine.DemoNetDriver")
SerializationOutOfBoundsErrorMessage=NSLOCTEXT("","SerializationOutOfBoundsErrorMessage","Corrupt data found, please verify your installation.")
SerializationOutOfBoundsErrorMessageCaption=NSLOCTEXT("","SerializationOutOfBoundsErrorMessageCaption","Serialization Error : Action Needed")
bSmoothFrameRate=true
SmoothedFrameRateRange=(LowerBound=(Type="ERangeBoundTypes::Inclusive",Value=22),UpperBound=(Type="ERangeBoundTypes::Exclusive",Value=62))
bCheckForMultiplePawnsSpawnedInAFrame=false
NumPawnsAllowedToBeSpawnedInAFrame=2
; This is the default (additive) color of selected objects in the editor
DefaultSelectedMaterialColor=(R=0.84,G=0.92,B=0.02,A=1.0)
; This is the startup state of the OnScreenDebugMessage system
bEnableOnScreenDebugMessages=true
; This shows errors and warnings on screen
DurationOfErrorsAndWarningsOnHUD=0
NearClipPlane=10.0
bUseStreamingPause=false
; Matinee redirects (starts-with match and replace)
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.CameraActor",OldFieldName="PostProcessSettings.EyeAdaptationLowPercent",NewFieldName="CameraComponent.PostProcessSettings.AutoExposureLowPercent")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.CameraActor",OldFieldName="PostProcessSettings.EyeAdaptationHighPercent",NewFieldName="CameraComponent.PostProcessSettings.AutoExposureHighPercent")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.CameraActor",OldFieldName="PostProcessSettings.EyeAdaptationMinBrightness",NewFieldName="CameraComponent.PostProcessSettings.AutoExposureMinBrightness")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.CameraActor",OldFieldName="PostProcessSettings.EyeAdaptationMaxBrightness",NewFieldName="CameraComponent.PostProcessSettings.AutoExposureMaxBrightness")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.CameraActor",OldFieldName="PostProcessSettings.EyeAdaptionSpeedDown",NewFieldName="CameraComponent.PostProcessSettings.AutoExposureSpeedDown")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.CameraActor",OldFieldName="PostProcessSettings.EyeAdaptionSpeedUp",NewFieldName="CameraComponent.PostProcessSettings.AutoExposureSpeedUp")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.CameraActor",OldFieldName="PostProcessSettings.ExposureOffset",NewFieldName="CameraComponent.PostProcessSettings.AutoExposureBias")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.PostprocessVolume",OldFieldName="Settings.EyeAdaptationLowPercent",NewFieldName="Settings.AutoExposureLowPercent")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.PostprocessVolume",OldFieldName="Settings.EyeAdaptationHighPercent",NewFieldName="Settings.AutoExposureHighPercent")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.PostprocessVolume",OldFieldName="Settings.EyeAdaptationMinBrightness",NewFieldName="Settings.AutoExposureMinBrightness")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.PostprocessVolume",OldFieldName="Settings.EyeAdaptationMaxBrightness",NewFieldName="Settings.AutoExposureMaxBrightness")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.PostprocessVolume",OldFieldName="Settings.EyeAdaptionSpeedDown",NewFieldName="Settings.AutoExposureSpeedDown")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.PostprocessVolume",OldFieldName="Settings.EyeAdaptionSpeedUp",NewFieldName="Settings.AutoExposureSpeedUp")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.PostprocessVolume",OldFieldName="Settings.ExposureOffset",NewFieldName="Settings.AutoExposureBias")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.CameraActor",OldFieldName="FOVAngle",NewFieldName="CameraComponent.FieldOfView")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.CameraActor",OldFieldName="AspectRatio",NewFieldName="CameraComponent.AspectRatio")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.CameraActor",OldFieldName="bConstrainAspectRatio",NewFieldName="CameraComponent.bConstrainAspectRatio")
+MatineeTrackRedirects=(TargetClassName="/Script/Engine.CameraActor",OldFieldName="PostProcessSettings.",NewFieldName="CameraComponent.PostProcessSettings.")
[CoreRedirects]
; All redirects prior to UE 4.10 are now in FCoreRedirects::RegisterNativeRedirects, new ones should be added to the bottom of this section
; Redirects can now go in any ini file, including Plugin inis
; This new redirect format has replaced the old ActiveClassRedirects/K2FieldRedirects format, and the syntax is the same for every type
;
; +ClassRedirects=(OldName="OldClass", NewName="/Script/Module.NewClass")
; +ClassRedirects=(OldName="/Script/Module.OldClass", NewName="/Script/Module.NewClass")
;
; Those two will do the same thing, assuming OldClass was in Module. It uses as much of the name as you give it. You can also add options or add a value change map:
;
; +ClassRedirects=(OldName="OldClass", NewName="/Script/GameName.GameSpecificClass", bInstanceOnly=true)
; +PackageRedirects=(OldName="/OldPlugin/", NewName="/NewPlugin/", MatchSubstring=true)
; +PackageRedirects=(OldName="/Game/DeletedContentPackage", Removed=true)
; +EnumRedirects=(OldName="/Script/Core.EEnumType", NewName="/Script/NewModule.ENewEnumType", ValueChanges=(("OldValue", "NewValue"), ("OldValue2", "NewValue2")) )
; 4.10/4.11
+ClassRedirects=(OldName="AnimGraphNode_BlendSpace",NewName="/Script/AnimGraph.AnimGraphNode_BlendSpacePlayer")
+ClassRedirects=(OldName="AnimNotify_PlayParticleEffect_C",NewName="/Script/Engine.AnimNotify_PlayParticleEffect",OverrideClassName="/Script/CoreUObject.Class")
+ClassRedirects=(OldName="AnimNotify_PlaySound_C",NewName="/Script/Engine.AnimNotify_PlaySound",OverrideClassName="/Script/CoreUObject.Class")
+ClassRedirects=(OldName="MovieSceneMaterialParameterSection",NewName="/Script/MovieSceneTracks.MovieSceneParameterSection")
+ClassRedirects=(OldName="OculusFunctionLibrary", NewName="/Script/OculusLibrary.OculusFunctionLibrary")
+PackageRedirects=(OldName="/Engine/EngineAnimNotifies/AnimNotify_PlayParticleEffect",Removed=True)
+PackageRedirects=(OldName="/Engine/EngineAnimNotifies/AnimNotify_PlaySound",Removed=True)
+StructRedirects=(OldName="AnimNode_ApplyAdditive",NewName="/Script/AnimGraphRuntime.AnimNode_ApplyAdditive")
+StructRedirects=(OldName="AnimNode_BlendListBase",NewName="/Script/AnimGraphRuntime.AnimNode_BlendListBase")
+StructRedirects=(OldName="AnimNode_BlendListByBool",NewName="/Script/AnimGraphRuntime.AnimNode_BlendListByBool")
+StructRedirects=(OldName="AnimNode_BlendListByEnum",NewName="/Script/AnimGraphRuntime.AnimNode_BlendListByEnum")
+StructRedirects=(OldName="AnimNode_BlendListByInt",NewName="/Script/AnimGraphRuntime.AnimNode_BlendListByInt")
+StructRedirects=(OldName="AnimNode_BlendSpace",NewName="/Script/AnimGraphRuntime.AnimNode_BlendSpacePlayer")
+StructRedirects=(OldName="AnimNode_BlendSpaceEvaluator",NewName="/Script/AnimGraphRuntime.AnimNode_BlendSpaceEvaluator")
+StructRedirects=(OldName="AnimNode_BlendSpacePlayer",NewName="/Script/AnimGraphRuntime.AnimNode_BlendSpacePlayer")
+StructRedirects=(OldName="AnimNode_LayeredBoneBlend",NewName="/Script/AnimGraphRuntime.AnimNode_LayeredBoneBlend")
+StructRedirects=(OldName="AnimNode_MeshSpaceRefPose",NewName="/Script/AnimGraphRuntime.AnimNode_MeshSpaceRefPose")
+StructRedirects=(OldName="AnimNode_RefPose",NewName="/Script/AnimGraphRuntime.AnimNode_RefPose")
+StructRedirects=(OldName="AnimNode_Root",NewName="/Script/AnimGraphRuntime.AnimNode_Root")
+StructRedirects=(OldName="AnimNode_RotateRootBone",NewName="/Script/AnimGraphRuntime.AnimNode_RotateRootBone")
+StructRedirects=(OldName="AnimNode_RotationOffsetBlendSpace",NewName="/Script/AnimGraphRuntime.AnimNode_RotationOffsetBlendSpace")
+StructRedirects=(OldName="AnimNode_SequenceEvaluator",NewName="/Script/AnimGraphRuntime.AnimNode_SequenceEvaluator")
+StructRedirects=(OldName="AnimNode_Slot",NewName="/Script/AnimGraphRuntime.AnimNode_Slot")
+StructRedirects=(OldName="FormatTextArgument",NewName="/Script/Engine.FormatArgumentData")
+PropertyRedirects=(OldName="KismetMathLibrary.ConvertTransformToRelative.LocalTransform",NewName="ParentTransform")
+PropertyRedirects=(OldName="KismetMathLibrary.ConvertTransformToRelative.WorldTransform",NewName="Transform")
+PropertyRedirects=(OldName="MaterialInstanceDynamic.K2_CopyMaterialInstanceParameters.SourceMaterialToCopyFrom",NewName="Source")
+PropertyRedirects=(OldName="MaterialInstanceDynamic.K2_InterpolateMaterialInstanceParams.MaterialA",NewName="SourceA")
+PropertyRedirects=(OldName="MaterialInstanceDynamic.K2_InterpolateMaterialInstanceParams.MaterialB",NewName="SourceB")
+PropertyRedirects=(OldName="MaterialInstanceDynamic.K2_InterpolateMaterialInstanceParams.MaterialInstanceA",NewName="SourceA")
+PropertyRedirects=(OldName="MaterialInstanceDynamic.K2_InterpolateMaterialInstanceParams.MaterialInstanceB",NewName="SourceB")
+PropertyRedirects=(OldName="AnimNode_Trail.TrailRelaxationCurve",NewName="AnimNode_Trail.TrailRelaxationSpeed")
+PropertyRedirects=(OldName="FormatArgumentData.TextValue",NewName="FormatArgumentData.ArgumentValue")
+PropertyRedirects=(OldName="LandscapeSplineMeshEntry.Offset",NewName="LandscapeSplineMeshEntry.CenterAdjust")
+PropertyRedirects=(OldName="MovieScenePossessable.ParentSpawnableGuid",NewName="MovieScenePossessable.ParentGuid")
+PropertyRedirects=(OldName="MultiLineEditableText.bAutoWrapText",NewName="MultiLineEditableText.AutoWrapText")
+PropertyRedirects=(OldName="MultiLineEditableTextBox.bAutoWrapText",NewName="MultiLineEditableTextBox.AutoWrapText")
+PropertyRedirects=(OldName="AnimNode_SequenceEvaluator.bShouldLoopWhenInSyncGroup",NewName="AnimNode_SequenceEvaluator.bShouldLoop")
+EnumRedirects=(OldName="EControllerHand",NewName="/Script/InputCore.EControllerHand")
+EnumRedirects=(OldName="AnimPhysConstraintType",NewName="AnimPhysAngularConstraintType")
+EnumRedirects=(OldName="AnimPhysAxisType",NewName="AnimPhysLinearConstraintType")
+EnumRedirects=(OldName="EEnvQueryParam",NewName="/Script/AIModule.EAIParamType")
; 4.12
+ClassRedirects=(OldName="CineCameraActor",NewName="/Script/CinematicCamera.CineCameraActor")
+ClassRedirects=(OldName="CineCameraComponent",NewName="/Script/CinematicCamera.CineCameraComponent")
+ClassRedirects=(OldName="MovieSceneShotSection",NewName="/Script/MovieSceneTracks.MovieSceneCameraCutSection")
+ClassRedirects=(OldName="MovieSceneShotTrack",NewName="/Script/MovieSceneTracks.MovieSceneCameraCutTrack")
+FunctionRedirects=(OldName="Actor.SetActorRotation",NewName="Actor.K2_SetActorRotation")
+FunctionRedirects=(OldName="KismetSystemLibrary.SetSupressViewportTransitionMessage",NewName="KismetSystemLibrary.SetSuppressViewportTransitionMessage")
+FunctionRedirects=(OldName="SteamVRFunctionLibrary.GetTrackingSpace",NewName="HeadMountedDisplayFunctionLibrary.GetTrackingOrigin")
+FunctionRedirects=(OldName="SteamVRFunctionLibrary.SetTrackingSpace",NewName="HeadMountedDisplayFunctionLibrary.SetTrackingOrigin")
+PropertyRedirects=(OldName="AudioEQEffect.HFFrequency",NewName="AudioEQEffect.FrequencyCenter2")
+PropertyRedirects=(OldName="AudioEQEffect.HFGain",NewName="AudioEQEffect.Gain2")
+PropertyRedirects=(OldName="AudioEQEffect.LFFrequency",NewName="AudioEQEffect.FrequencyCenter0")
+PropertyRedirects=(OldName="AudioEQEffect.LFGain",NewName="AudioEQEffect.Gain0")
+PropertyRedirects=(OldName="AudioEQEffect.MFBandwidth",NewName="AudioEQEffect.Bandwidth1")
+PropertyRedirects=(OldName="AudioEQEffect.MFCutoffFrequency",NewName="AudioEQEffect.FrequencyCenter1")
+PropertyRedirects=(OldName="AudioEQEffect.MFGain",NewName="AudioEQEffect.Gain1")
+PropertyRedirects=(OldName="BodyInstance.MassInKg",NewName="BodyInstance.MassInKgOverride")
+PropertyRedirects=(OldName="EnvQueryTest.SweetSpotValue",NewName="EnvQueryTest.ReferenceValue")
+PropertyRedirects=(OldName="EnvQueryTest.bDefineSweetSpot",NewName="EnvQueryTest.bDefineReferenceValue")
+PropertyRedirects=(OldName="MovieScene.ShotTrack",NewName="MovieScene.CameraCutTrack")
+PropertyRedirects=(OldName="MovieSceneShotSection.ShotNumber",NewName="MovieSceneShotSection.CameraCutNumber")
+EnumRedirects=(OldName="ESteamVRTrackingSpace",NewName="EHMDTrackingOrigin")
; 4.13
+ClassRedirects=(OldName="EdGraphPin",NewName="/Script/Engine.EdGraphPin_Deprecated")
+ClassRedirects=(OldName="HapticFeedbackEffect",NewName="/Script/Engine.HapticFeedbackEffect_Curve")
+ClassRedirects=(OldName="LandscapeProxy",NewName="/Script/Landscape.LandscapeStreamingProxy",InstanceOnly=True)
+StructRedirects=(OldName="HapticFeedbackDetails",NewName="HapticFeedbackDetails_Curve")
+StructRedirects=(OldName="AnimNode_SaveCachedPose",NewName="/Script/Engine.AnimNode_SaveCachedPose")
+FunctionRedirects=(OldName="SceneCaptureComponent2D.UpdateContent",NewName="SceneCaptureComponent2D.CaptureScene")
+FunctionRedirects=(OldName="SceneCaptureComponentCube.UpdateContent",NewName="SceneCaptureComponentCube.CaptureScene")
+PropertyRedirects=(OldName="Blueprint.PinWatches",NewName="Blueprint.DeprecatedPinWatches")
+PropertyRedirects=(OldName="Box2D.bIsValid",NewName="Box2D.IsValid")
+PropertyRedirects=(OldName="EdGraphNode.Pins",NewName="EdGraphNode.DeprecatedPins")
+PropertyRedirects=(OldName="PhysicsAsset.Profiles",NewName="PhysicsAsset.PhysicalAnimationProfiles")
+PropertyRedirects=(OldName="PrimitiveComponent.bReceiveCSMFromDynamicObjects",NewName="PrimitiveComponent.bReceiveCombinedCSMAndStaticShadowsFromStationaryLights")
+PropertyRedirects=(OldName="SplineComponent.bAlwaysRenderInEditor",NewName="SplineComponent.bDrawDebug")
+EnumRedirects=(OldName="ENoiseFunction",ValueChanges=(("NOISEFUNCTION_FastGradient","NOISEFUNCTION_GradientTex3D"), ("NOISEFUNCTION_Gradient","NOISEFUNCTION_ValueALU"), ("NOISEFUNCTION_Perlin","NOISEFUNCTION_GradientTex"), ("NOISEFUNCTION_Simplex","NOISEFUNCTION_SimplexTex")) )
+EnumRedirects=(OldName="EPathFollowingResult",ValueChanges=(("EPathFollowingResult::Skipped","EPathFollowingResult::Skipped_DEPRECATED")) )
+EnumRedirects=(OldName="EStereoLayerType",ValueChanges=(("EStereoLayerType::SLT_TorsoLocked","EStereoLayerType::SLT_TrackerLocked")) )
; 4.14
+ClassRedirects=(OldName="AnimGraphNode_OrientationDriver",NewName="/Script/AnimGraph.AnimGraphNode_PoseDriver")
+ClassRedirects=(OldName="K2Node_AIMoveTo",NewName="/Script/AIGraph.K2Node_AIMoveTo")
+StructRedirects=(OldName="AnimNode_OrientationDriver",NewName="/Script/AnimGraphRuntime.AnimNode_PoseDriver")
+FunctionRedirects=(OldName="KismetMathLibrary.GetDirectionVector",NewName="GetDirectionUnitVector")
+PropertyRedirects=(OldName="SCS_Node.VariableName",NewName="SCS_Node.InternalVariableName")
+EnumRedirects=(OldName="ESuggestProjVelocityTraceOption",ValueChanges=(("OnlyTraceWhileAsceding","OnlyTraceWhileAscending")) )
; 4.15
+ClassRedirects=(OldName="BackgroundBlurWidget",NewName="/Script/UMG.BackgroundBlur")
+ClassRedirects=(OldName="MovieSceneVisibilitySection",NewName="/Script/MovieSceneTracks.MovieSceneBoolSection")
+ClassRedirects=(OldName="SoundClassGraph",NewName="/Script/AudioEditor.SoundClassGraph")
+ClassRedirects=(OldName="SoundClassGraphNode",NewName="/Script/AudioEditor.SoundClassGraphNode")
+ClassRedirects=(OldName="SoundClassGraphSchema",NewName="/Script/AudioEditor.SoundClassGraphSchema")
+ClassRedirects=(OldName="SoundCueGraph",NewName="/Script/AudioEditor.SoundCueGraph")
+ClassRedirects=(OldName="SoundCueGraphNode",NewName="/Script/AudioEditor.SoundCueGraphNode")
+ClassRedirects=(OldName="SoundCueGraphNode_Base",NewName="/Script/AudioEditor.SoundCueGraphNode_Base")
+ClassRedirects=(OldName="SoundCueGraphNode_Root",NewName="/Script/AudioEditor.SoundCueGraphNode_Root")
+ClassRedirects=(OldName="SoundCueGraphSchema",NewName="/Script/AudioEditor.SoundCueGraphSchema")
+StructRedirects=(OldName="AnimationNode_TwoWayBlend",NewName="/Script/AnimGraphRuntime.AnimNode_TwoWayBlend")
+StructRedirects=(OldName="AttenuationSettings",NewName="SoundAttenuationSettings")
+StructRedirects=(OldName="LevelSequencePlaybackSettings",NewName="/Script/MovieScene.MovieSceneSequencePlaybackSettings")
+FunctionRedirects=(OldName="BlueprintGameplayTagLibrary.DoGameplayTagsMatch",NewName="BlueprintGameplayTagLibrary.MatchesTag")
+FunctionRedirects=(OldName="BlueprintGameplayTagLibrary.DoesContainerHaveTag",NewName="BlueprintGameplayTagLibrary.HasTag")
+FunctionRedirects=(OldName="BlueprintGameplayTagLibrary.DoesContainerMatchAllTagsInContainer",NewName="BlueprintGameplayTagLibrary.HasAllTags")
+FunctionRedirects=(OldName="BlueprintGameplayTagLibrary.DoesContainerMatchAnyTagsInContainer",NewName="BlueprintGameplayTagLibrary.HasAnyTags")
+PropertyRedirects=(OldName="BlueprintGameplayTagLibrary.IsGameplayTagValid.TagContainer",NewName="GameplayTag")
+FunctionRedirects=(OldName="BlueprintGameplayTagLibrary.AddGameplayTagToContainer",NewName="BlueprintGameplayTagLibrary.AddGameplayTag")
+PropertyRedirects=(OldName="BlueprintGameplayTagLibrary.AddGameplayTag.InOutTagContainer",NewName="TagContainer")
+FunctionRedirects=(OldName="GameplayStatics.PredictProjectilePath",NewName="GameplayStatics.Blueprint_PredictProjectilePath_ByObjectType")
+FunctionRedirects=(OldName="KismetSystemLibrary.BoxOverlapActors_NEW",NewName="KismetSystemLibrary.BoxOverlapActors")
+FunctionRedirects=(OldName="KismetSystemLibrary.BoxOverlapComponents_NEW",NewName="KismetSystemLibrary.BoxOverlapComponents")
+FunctionRedirects=(OldName="KismetSystemLibrary.CapsuleOverlapActors_NEW",NewName="KismetSystemLibrary.CapsuleOverlapActors")
+FunctionRedirects=(OldName="KismetSystemLibrary.CapsuleOverlapComponents_NEW",NewName="KismetSystemLibrary.CapsuleOverlapComponents")
+FunctionRedirects=(OldName="KismetSystemLibrary.CapsuleTraceMulti_NEW",NewName="KismetSystemLibrary.CapsuleTraceMulti")
+FunctionRedirects=(OldName="KismetSystemLibrary.CapsuleTraceSingle_NEW",NewName="KismetSystemLibrary.CapsuleTraceSingle")
+FunctionRedirects=(OldName="KismetSystemLibrary.ComponentOverlapActors_NEW",NewName="KismetSystemLibrary.ComponentOverlapActors")
+FunctionRedirects=(OldName="KismetSystemLibrary.ComponentOverlapComponents_NEW",NewName="KismetSystemLibrary.ComponentOverlapComponents")
+FunctionRedirects=(OldName="KismetSystemLibrary.LineTraceMulti_NEW",NewName="KismetSystemLibrary.LineTraceMulti")
+FunctionRedirects=(OldName="KismetSystemLibrary.LineTraceSingle_NEW",NewName="KismetSystemLibrary.LineTraceSingle")
+FunctionRedirects=(OldName="KismetSystemLibrary.SphereOverlapActors_NEW",NewName="KismetSystemLibrary.SphereOverlapActors")
+FunctionRedirects=(OldName="KismetSystemLibrary.SphereOverlapComponents_NEW",NewName="KismetSystemLibrary.SphereOverlapComponents")
+FunctionRedirects=(OldName="KismetSystemLibrary.SphereTraceMulti_NEW",NewName="KismetSystemLibrary.SphereTraceMulti")
+FunctionRedirects=(OldName="KismetSystemLibrary.SphereTraceSingle_NEW",NewName="KismetSystemLibrary.SphereTraceSingle")
+PropertyRedirects=(OldName="MediaPlayer.Seek.InTime",NewName="Time")
+PropertyRedirects=(OldName="MediaPlayer.SetLooping.InLooping",NewName="Looping")
+EnumRedirects=(OldName="EFontLoadingPolicy",ValueChanges=(("EFontLoadingPolicy::PreLoad","EFontLoadingPolicy::LazyLoad")) )
+EnumRedirects=(OldName="ESoundDistanceModel",NewName="/Script/Engine.EAttenuationDistanceModel",ValueChanges=(("ATTENUATION_Custom","EAttenuationDistanceModel::Custom"),("ATTENUATION_Inverse","EAttenuationDistanceModel::Inverse"),("ATTENUATION_Linear","EAttenuationDistanceModel::Linear"),("ATTENUATION_LogReverse","EAttenuationDistanceModel::LogReverse"),("ATTENUATION_Logarithmic","EAttenuationDistanceModel::Logarithmic"),("ATTENUATION_NaturalSound","EAttenuationDistanceModel::NaturalSound")) )
; 4.16
; Clothing System Redirects
+StructRedirects=(OldName="ClothingAssetData",NewName="ClothingAssetData_Legacy")
+StructRedirects=(OldName="ClothPhysicsProperties",NewName="ClothPhysicsProperties_Legacy")
; Move immediate mode anim nodes into immediate mode module
+ClassRedirects=(OldName="AnimGraphNode_Ragdoll",NewName="/Script/ImmediatePhysicsEditor.AnimGraphNode_RigidBody")
+StructRedirects=(OldName="AnimNode_Ragdoll",NewName="/Script/ImmediatePhysics.AnimNode_RigidBody")
; Renamed MovieSceneObjectBindingPtr to MovieSceneObjectBindingID
+StructRedirects=(OldName="MovieSceneObjectBindingPtr",NewName="/Script/MovieScene.MovieSceneObjectBindingID")
+PropertyRedirects=(OldName="Box2D.IsValid",NewName="bIsValid")
[CoreUObject.Metadata]
; Note: UnrealHeaderTool should be rerun after making changes to MetadataRedirects to catch any keys specified in class headers
+MetadataRedirects=(OldKey="K2Protected", NewKey="BlueprintProtected")
+MetadataRedirects=(OldKey="K2UnsafeForConstructionScripts", NewKey="UnsafeDuringActorConstruction")
+MetadataRedirects=(OldKey="KismetType", NewKey="BlueprintType")
+MetadataRedirects=(OldKey="KismetInternalUseOnly", NewKey="BlueprintInternalUseOnly")
+MetadataRedirects=(OldKey="KismetSpawnableComponent", NewKey="BlueprintSpawnableComponent")
+MetadataRedirects=(OldKey="K2ExposeToSpawn", NewKey="ExposeOnSpawn")
+MetadataRedirects=(OldKey="K2Category", NewKey="Category")
+MetadataRedirects=(OldKey="KismetDeprecated", NewKey="DeprecatedFunction")
+MetadataRedirects=(OldKey="K2CompactNode", NewKey="CompactNodeTitle")
+MetadataRedirects=(OldKey="MenuCategory", NewKey="Category")
+MetadataRedirects=(OldKey="ArrayPointerParm", NewKey="TargetArrayParm")
+MetadataRedirects=(OldKey="FriendlyName", NewKey="DisplayName")
[PlatformInterface]
CloudStorageInterfaceClassName=
InGameAdManagerClassName=
[Engine.StreamingMovies]
RenderPriorityPS3=1001
SuspendGameIO=True
[/Script/Engine.UserInterfaceSettings]
UIScaleRule=ShortestSide
UIScaleCurve=(EditorCurveData=(Keys=((Time=480,Value=0.444),(Time=720,Value=0.666),(Time=1080,Value=1.0),(Time=8640,Value=8.0))),ExternalCurve=None)
bLoadWidgetsOnDedicatedServer=True
[/Script/Engine.GameEngine]
MaxDeltaTime=0
ServerFlushLogInterval=30
[Engine.StartupPackages]
bSerializeStartupPackagesFromMemory=true
bFullyCompressStartupPackages=false
+Package=/Engine/EngineMaterials/BlinkingCaret
+Package=/Engine/EngineMaterials/DefaultBokeh
+Package=/Engine/EngineMaterials/DefaultDeferredDecalMaterial
;+Package=/Engine/EngineMaterials/DefaultPostProcessMaterial
+Package=/Engine/EngineMaterials/DefaultDiffuse
+Package=/Engine/EngineMaterials/DefaultLightFunctionMaterial
+Package=/Engine/EngineMaterials/WorldGridMaterial
+Package=/Engine/EngineMaterials/DefaultMaterial
+Package=/Engine/EngineMaterials/DefaultNormal
+Package=/Engine/EngineMaterials/DefaultPhysicalMaterial
+Package=/Engine/EngineMaterials/DefaultWhiteGrid
+Package=/Engine/EngineMaterials/EditorBrushMaterial
+Package=/Engine/EngineMaterials/Good64x64TilingNoiseHighFreq
+Package=/Engine/EngineMaterials/Grid
+Package=/Engine/EngineMaterials/Grid_N
+Package=/Engine/EngineMaterials/LandscapeHolePhysicalMaterial
+Package=/Engine/EngineMaterials/MiniFont
+Package=/Engine/EngineMaterials/PaperDiffuse
+Package=/Engine/EngineMaterials/PaperNormal
+Package=/Engine/EngineMaterials/PhysMat_Rubber
+Package=/Engine/EngineMaterials/PreintegratedSkinBRDF
+Package=/Engine/EngineMaterials/RemoveSurfaceMaterial
+Package=/Engine/EngineMaterials/WeightMapPlaceholderTexture
; Console platforms will remove EngineDebugMaterials from their StartupPackages
+Package=/Engine/EngineDebugMaterials/BoneWeightMaterial
+Package=/Engine/EngineDebugMaterials/DebugMeshMaterial
+Package=/Engine/EngineDebugMaterials/GeomMaterial
+Package=/Engine/EngineDebugMaterials/HeatmapGradient
+Package=/Engine/EngineDebugMaterials/LevelColorationLitMaterial
+Package=/Engine/EngineDebugMaterials/LevelColorationUnlitMaterial
+Package=/Engine/EngineDebugMaterials/MAT_LevelColorationLitLightmapUV
+Package=/Engine/EngineDebugMaterials/ShadedLevelColorationLitMaterial
+Package=/Engine/EngineDebugMaterials/ShadedLevelColorationUnlitMateri
+Package=/Engine/EngineDebugMaterials/TangentColorMap
+Package=/Engine/EngineDebugMaterials/VertexColorMaterial
+Package=/Engine/EngineDebugMaterials/VertexColorViewMode_AlphaAsColor
+Package=/Engine/EngineDebugMaterials/VertexColorViewMode_BlueOnly
+Package=/Engine/EngineDebugMaterials/VertexColorViewMode_ColorOnly
+Package=/Engine/EngineDebugMaterials/VertexColorViewMode_GreenOnly
+Package=/Engine/EngineDebugMaterials/VertexColorViewMode_RedOnly
+Package=/Engine/EngineDebugMaterials/WireframeMaterial
+Package=/Engine/EngineSounds/WhiteNoise
+Package=/Engine/EngineFonts/SmallFont
+Package=/Engine/EngineFonts/TinyFont
+Package=/Engine/EngineFonts/Roboto
+Package=/Engine/EngineFonts/RobotoTiny
; only needed for TextRender feature (3d Text in world)
+Package=/Engine/EngineMaterials/DefaultTextMaterialTranslucent
+Package=/Engine/EngineFonts/RobotoDistanceField
[Core.System]
+Paths=../../../Engine/Content
+Paths=%GAMEDIR%Content
CutdownPaths=%GAMEDIR%CutdownPackages
ZeroEngineVersionWarning=True
UseStrictEngineVersioning=True
CanStripEditorOnlyExportsAndImports=True
CanSkipEditorReferencedPackagesWhenCooking=False
DetailedCallstacksInNonMonolithicBuilds=True
UseSeperateBulkDataFiles=False
HangDuration=0.0
[/Script/Engine.StreamingSettings]
s.AsyncIOBandwidthLimit=0
s.MinBulkDataSizeForAsyncLoading=131072
s.AsyncLoadingThreadEnabled=False
s.EventDrivenLoaderEnabled=True
s.WarnIfTimeLimitExceeded=False
s.TimeLimitExceededMultiplier=1.5
s.TimeLimitExceededMinTime=0.005
s.UseBackgroundLevelStreaming=True
s.PriorityAsyncLoadingExtraTime=20.0
s.LevelStreamingActorsUpdateTimeLimit = 5.0
s.LevelStreamingComponentsRegistrationGranularity = 10
s.UnregisterComponentsTimeLimit = 1.0
s.LevelStreamingComponentsUnregistrationGranularity = 5
+FixedBootOrder=/Script/Engine/Default__SoundBase
+FixedBootOrder=/Script/Engine/Default__MaterialInterface
+FixedBootOrder=/Script/Engine/Default__DeviceProfileManager
[/Script/Engine.GarbageCollectionSettings]
gc.MaxObjectsNotConsideredByGC=0
gc.SizeOfPermanentObjectPool=0
gc.FlushStreamingOnGC=0
gc.NumRetriesBeforeForcingGC=0
gc.AllowParallelGC=True
gc.TimeBetweenPurgingPendingKillObjects=60
gc.MaxObjectsInEditor=8388607
gc.CreateGCClusters=True
gc.MergeGCClusters=False
gc.ActorClusteringEnabled=False
gc.BlueprintClusteringEnabled=False
[Internationalization]
+LocalizationPaths=../../../Engine/Content/Localization/Engine
[Audio]
MaxChannels=32
CommonAudioPoolSize=0
UnfocusedVolumeMultiplier=0.0
UseAudioThread=true
EnableAudioMixer=false
[AudioChannelAzimuthMap]
FrontLeft=330
FrontRight=30
FrontCenter=0
BackLeft=210
BackRight=150
FrontLeftOfCenter=15
FrontRightOfCenter=345
BackCenter=180
SideLeft=270
SideRight=90
; These are the default channel orderings to use when using pro-audio interfaces that don't report channel order
[AudioDefaultChannelOrder]
FrontLeft=0
FrontRight=1
FrontCenter=2
LowFrequency=3
SideLeft=4
SideRight=5
BackLeft=6
BackRight=7
[/Script/Engine.AudioSettings]
DefaultSoundClassName=/Engine/EngineSounds/Master.Master
DefaultSoundSubmixName=/Engine/EngineSounds/MasterSubmix.MasterSubmix
LowPassFilterResonance=0.9
MaximumConcurrentStreams=2
DialogueFilenameFormat="{DialogueGuid}_{ContextId}"
[/Script/Engine.SoundGroups]
+SoundGroupProfiles=(SoundGroup=SOUNDGROUP_Default, bAlwaysDecompressOnLoad=false, DecompressedDuration=5)
+SoundGroupProfiles=(SoundGroup=SOUNDGROUP_Effects, bAlwaysDecompressOnLoad=false, DecompressedDuration=5)
+SoundGroupProfiles=(SoundGroup=SOUNDGROUP_UI, bAlwaysDecompressOnLoad=false, DecompressedDuration=5)
+SoundGroupProfiles=(SoundGroup=SOUNDGROUP_Music, bAlwaysDecompressOnLoad=false, DecompressedDuration=0)
+SoundGroupProfiles=(SoundGroup=SOUNDGROUP_Voice, bAlwaysDecompressOnLoad=false, DecompressedDuration=0)
[/Script/Engine.Player]
ConfiguredInternetSpeed=10000
ConfiguredLanSpeed=20000
[/Script/OnlineSubsystemUtils.IpNetDriver]
AllowPeerConnections=False
AllowPeerVoice=False
ConnectionTimeout=60.0
InitialConnectTimeout=60.0
KeepAliveTime=0.2
MaxClientRate=15000
MaxInternetClientRate=10000
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=30
NetConnectionClassName="/Script/OnlineSubsystemUtils.IpConnection"
MaxPortCountToTry=512
[/Script/Engine.DemoNetDriver]
NetConnectionClassName="/Script/Engine.DemoNetConnection"
DemoSpectatorClass=Engine.PlayerController
SpawnPrioritySeconds=60.0
[TextureStreaming]
NeverStreamOutTextures=False
MinTextureResidentMipCount=7
PoolSize=160
MemoryMargin=20
MinEvictSize=10
MinFudgeFactor=1
LoadMapTimeLimit=20.0
LightmapStreamingFactor=0.2
ShadowmapStreamingFactor=0.2
MaxLightmapRadius=10000.0
AllowStreamingLightmaps=True
UseDynamicStreaming=True
BoostPlayerTextures=3.0
[/Script/UnrealEd.EditorEngine]
LocalPlayerClassName=/Script/Engine.LocalPlayer
GameCommandLine=-log
FOVAngle=90.000000
GodMode=True
UseAxisIndicator=True
MatineeCurveDetail=0.1
HeightMapExportClassName="TerrainHeightMapExporterTextT3D"
bGroupingActive=true
bCustomCameraAlignEmitter=true
CustomCameraAlignEmitterDistance=100.0
bDrawSocketsInGMode=false
bSmoothFrameRate=false
SmoothedFrameRateRange=(LowerBound=(Type="ERangeBoundTypes::Inclusive",Value=5),UpperBound=(Type="ERangeBoundTypes::Inclusive",Value=120))
UseOldStyleMICEditorGroups=true
InEditorGameURLOptions=
[/Script/UnrealEd.UnrealEdEngine]
AutoSaveIndex=0
+TemplateMapInfos=(ThumbnailTexture=Texture2D'/Engine/Maps/Templates/Thumbnails/Default.Default',Map="/Engine/Maps/Templates/Template_Default")
+TemplateMapInfos=(ThumbnailTexture=Texture2D'/Engine/Maps/Templates/Thumbnails/VR-Basic.VR-Basic',Map="/Engine/Maps/Templates/VR-Basic")
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/Cross
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/Cross_Mat
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/PhAT_BoneSelectedMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/PhAT_ElemSelectedMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/PhAT_JointLimitMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/PhAT_NoCollisionMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/PhAT_UnselectedMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/TargetIcon
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/Tick
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/Tick_Mat
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/WidgetGridVertexColorMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/WidgetGridVertexColorMaterial_Ma
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/WidgetMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/WidgetMaterial_Current
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/WidgetMaterial_X
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/WidgetMaterial_Y
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/WidgetMaterial_Z
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/WidgetVertexColorMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/LevelGridMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/TilingAAGrid
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/TilingAALineBoxFiltered
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/TilingAALineIntegral
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/ParticleSystems/PSysThumbnail_NoImage
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/ParticleSystems/PSysThumbnail_OOD
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/Thumbnails/FloorPlaneMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMaterials/Thumbnails/SkySphereMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMeshes/EditorCube
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMeshes/EditorCylinder
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMeshes/EditorPlane
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMeshes/EditorSkySphere
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorMeshes/EditorSphere
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/Bad
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/Bkgnd
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/BkgndHi
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/BSPVertex
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/MatInstActSprite
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/SceneManager
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/SmallFont
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_Actor
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_DecalActorIcon
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_TextRenderActorIcon
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_Emitter
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_ExpoHeightFog
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_KBSJoint
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_KHinge
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_KPrismatic
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_LevelSequence
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_NavP
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_Note
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_Player
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_RadForce
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_ReflActorIcon
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_Terrain
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_Thruster
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_Trigger
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/S_VectorFieldVol
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/AI/S_NavLink
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/LightIcons/S_LightDirectional
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/LightIcons/S_LightDirectionalMove
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/LightIcons/S_LightError
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/LightIcons/S_LightPoint
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/LightIcons/S_LightPointMove
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/LightIcons/S_LightSpot
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/LightIcons/S_LightSpotMove
+PackagesToBeFullyLoadedAtStartup=/Engine/EditorResources/Spline/T_Loft_Spline
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/BlinkingCaret
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultBokeh
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultDeferredDecalMaterial
;+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultPostProcessMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultDiffuse
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultLightFunctionMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/WorldGridMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultNormal
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultPhysicalMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/DefaultWhiteGrid
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/EditorBrushMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/Good64x64TilingNoiseHighFreq
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/Grid
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/Grid_N
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/HighResScreenshot
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/HighResScreenshotMask
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/HighResScreenshotCaptureRegion
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/LandscapeHolePhysicalMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/MiniFont
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/PaperDiffuse
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/PaperNormal
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/PhysMat_Rubber
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/PreintegratedSkinBRDF
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/RemoveSurfaceMaterial
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineMaterials/WeightMapPlaceholderTexture
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineFonts/SmallFont
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineFonts/TinyFont
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineFonts/Roboto
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineFonts/RobotoTiny
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineResources/Black
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineResources/DefaultTexture
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineResources/DefaultTextureCube
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineResources/M_StreamingPause
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineResources/WhiteSquareTexture
+PackagesToBeFullyLoadedAtStartup=/Engine/EngineResources/GradientTexture0
[DevOptions.Shaders]
; See FShaderCompilingManager for documentation on what these do
bAllowCompilingThroughWorkers=True
bAllowAsynchronousShaderCompiling=True
; Make sure we don't starve loading threads
NumUnusedShaderCompilingThreads=3
; Make sure the game has enough cores available to maintain reasonable performance
NumUnusedShaderCompilingThreadsDuringGame=4
; Batching multiple jobs to reduce file overhead, but not so many that latency of blocking compiles is hurt
MaxShaderJobBatchSize=10
bPromptToRetryFailedShaderCompiles=True
bLogJobCompletionTimes=False
; Only using 10ms of game thread time per frame to process async shader maps
ProcessGameThreadTargetTime=.01
[DevOptions.Debug]
ShowSelectedLightmap=False
[LogFiles]
PurgeLogsDays=5
MaxLogFilesOnDisk=10
LogTimes=True
[Kismet]
AllowDerivedBlueprints=true
CompileDisplaysTextBackend=false
CompileDisplaysBinaryBackend=false
CompileDisplaysAnimBlueprintBackend=false
bTurnOffEditorConstructionScript=false
bLogPrintStringSource=true
PrintStringDuration=2.0
bUseLocalGraphVariables=false
bPersistentUberGraphFrame=true
bReinstanceOnlyWhenNecessary=true
bChangeDefaultValueWithoutReinstancing=true
bDisplaysLayout=false
bNativeCodeGenerationTool=false
bSkeletonInheritSkeletonClasses=false
bOptimizeExecutionFlowStack=true
bOptimizeAdjacentStates=true
bEnableInheritableComponents=true
bDeferDependencyLoads=true
bForceDisableCookedDependencyDeferring=false
bExecutionAfterReturn=false
bCanSuppressAccessViolation=false
bUseSelectRef=true
bLoadNativeConvertedBPClassInEditor=false
bIgnoreCompileOnLoadErrorsOnBuildMachine=false
[/Script/Engine.Blueprint]
bRecompileOnLoad=true
[/Script/Engine.LevelScriptBlueprint]
bRecompileOnLoad=true
[/Script/Engine.AnimBlueprint]
bRecompileOnLoad=true
[Engine.DeviceConfiguration]
// no good default blueprint, it's up to the platform .ini to override if desired (see WindowsEngine.ini)
ConfigClass=
[CustomStats]
+LD=Streaming fudge factor
+LD=FrameTime
+LD=Terrain Smooth Time
+LD=Terrain Render Time
+LD=Terrain Triangles
+LD=Static Mesh Tris
+LD=Skel Mesh Tris
+LD=Skel Verts CPU Skin
+LD=Skel Verts GPU Skin
+LD=30+ FPS
+LD=Total CPU rendering time
+LD=Total GPU rendering time
+LD=Occluded primitives
+LD=Projected shadows
+LD=Visible static mesh elements
+LD=Visible dynamic primitives
+LD=Texture Pool Size
+LD=Physical Memory Used
+LD=Virtual Memory Used
+LD=Audio Memory Used
+LD=Texture Memory Used
+LD=360 Texture Memory Used
+LD=Animation Memory
+LD=Navigation Memory
+LD=Vertex Lighting Memory
+LD=StaticMesh Vertex Memory
+LD=StaticMesh Index Memory
+LD=SkeletalMesh Vertex Memory
+LD=SkeletalMesh Index Memory
+MEMLEAN=Virtual Memory Used
+MEMLEAN=Audio Memory Used
+MEMLEAN=Animation Memory
+MEMLEAN=Vertex Lighting Memory
+MEMLEAN=StaticMesh Vertex Memory
+MEMLEAN=StaticMesh Index Memory
+MEMLEAN=SkeletalMesh Vertex Memory
+MEMLEAN=SkeletalMesh Index Memory
+MEMLEAN=VertexShader Memory
+MEMLEAN=PixelShader Memory
+MEMLEAN=Navigation Memory
+GameThread=Async Loading Time
+GameThread=Audio Update Time
+GameThread=FrameTime
+GameThread=HUD Time
+GameThread=Input Time
+GameThread=Kismet Time
+GameThread=Move Actor Time
+GameThread=RHI Game Tick
+GameThread=RedrawViewports
+GameThread=Script time
+GameThread=Tick Time
+GameThread=Update Components Time
+GameThread=World Tick Time
+GameThread=Async Work Wait
+GameThread=PerFrameCapture
+GameThread=DynamicLightEnvComp Tick
+Mobile=ES2 Draw Calls
+Mobile=ES2 Draw Calls (UP)
+Mobile=ES2 Triangles Drawn
+Mobile=ES2 Triangles Drawn (UP)
+Mobile=ES2 Program Count
+Mobile=ES2 Program Count (PP)
+Mobile=ES2 Program Changes
+Mobile=ES2 Uniform Updates (Bytes)
+Mobile=ES2 Base Texture Binds
+Mobile=ES2 Detail Texture Binds
+Mobile=ES2 Lightmap Texture Binds
+Mobile=ES2 Environment Texture Binds
+Mobile=ES2 Bump Offset Texture Binds
+Mobile=Frustum Culled primitives
+Mobile=Statically occluded primitives
+SplitScreen=Processed primitives
+SplitScreen=Mesh draw calls
+SplitScreen=Mesh Particles
+SplitScreen=Particle Draw Calls
[MemReportCommands]
; These commands are run when memreport is executed, and output to a profile file
+Cmd="Mem FromReport"
+Cmd="obj list -alphasort"
+Cmd="rhi.DumpMemory"
+Cmd="LogOutStatLevels"
+Cmd="ListSpawnedActors"
[MemReportFullCommands]
; Additional commands to run with memreport -full
+Cmd="DumpParticleMem"
+Cmd="ConfigMem"
+Cmd="r.DumpRenderTargetPoolMemory"
+Cmd="ListTextures"
+Cmd="ListSounds -alphasort"
+Cmd="ListParticleSystems -alphasort"
+Cmd="obj list class=SoundWave -alphasort"
+Cmd="obj list class=SkeletalMesh -alphasort"
+Cmd="obj list class=StaticMesh -alphasort"
+Cmd="obj list class=Level -alphasort"
[MemoryPools]
FLightPrimitiveInteractionInitialBlockSize=512
[SystemSettings]
; the following 4 lines verify the console variable system behavior with the ECVF_Cheat flag
con.DebugEarlyDefault = True
con.DebugEarlyCheat = True
con.DebugLateDefault = True
con.DebugLateCheat = True
; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
// disabled for now to prevent issues http://crashreport/Crashes/Show/2948912, http://crashreport/Crashes/Show/2948842
r.DetectAndWarnOfBadDrivers = 0
[SystemSettingsEditor]
; System settings overrides for the editor. Ideally the editor should use the same settings as the game.
; Do not vsync in the editor. Throws off gpu profiling.
r.VSync=0
; Parallel rendering has not been tested in the editor so just disable it.
r.RHICmdBypass=1
[SystemSettingsSplitScreen2]
; System settings overrides for split screen
; Use medium detail mode in splitscreen, this allows LD's to mark meshes as High detail and they won't render in SS
; Removed for now because this value is getting applied all the time, even in non-splitscreen. Splitscreen generally needs
; work anyway, so this won't cause any issues.
;r.DetailMode=1
[OnlineSubsystem]
bHasVoiceEnabled=true
; Internal
VoiceNotificationDelta=0.33
; Steam
;VoiceNotificationDelta=0.2
MaxLocalTalkers=1
MaxRemoteTalkers=16
bUseBuildIdOverride=false
BuildIdOverride=0
PartyPendingCreateResponseTimeout=0.0
PartyPendingJoinResponseTimeout=5.0
PartyPendingLeaveResponseTimeout=5.0
PartyPendingKickResponseTimeout=5.0
PartyPendingJoinRequestTimeout=5.0
[OnlineSubsystemSteam]
bEnabled=false
SteamDevAppId=0
GameServerQueryPort=27015
bRelaunchInSteam=false
GameVersion=1.0.0.0
bVACEnabled=1
bAllowP2PPacketRelay=true
P2PConnectionTimeout=90
[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="/Script/OnlineSubsystemSteam.SteamNetConnection"
[OnlineSubsystemMcp]
bEnabled=false
bForceEnabledInEditor=false
[OnlineSubsystemAmazon]
bEnabled=false
[OnlineSubsystemFacebook]
bEnabled=false
[OnlineSubsystemAmazon]
bEnabled=false
[OnlineSubsystemFacebook.OnlineIdentityFacebook]
LoginUrl="https://www.facebook.com/dialog/oauth"
LoginRedirectUrl="https://www.facebook.com/connect/login_success.html"
LoginTimeout=60
[OnlineSubsystemFacebook.OnlineFriendsFacebook]
FriendsUrl="https://graph.facebook.com/me/friends?fields=`fields&access_token=`token"
FriendsFields=gender
[OnlineSubsystemNull]
bEnabled=true
Achievement_0_Id=null-ach-0
Achievement_0_bIsHidden=false
Achievement_0_Title="Achievement 0"
Achievement_0_LockedDesc="Achieve achievement 0"
Achievement_0_UnlockedDesc="Achievement 0 achieved"
Achievement_1_Id=null-ach-1
Achievement_1_bIsHidden=false
Achievement_1_Title="Achievement 1"
Achievement_1_LockedDesc="Achieve achievement 1"
Achievement_1_UnlockedDesc="Achievement 1 achieved"
Achievement_2_Id=null-ach-2
Achievement_2_bIsHidden=false
Achievement_2_Title="Achievement 2"
Achievement_2_LockedDesc="Achieve achievement 2"
Achievement_2_UnlockedDesc="Achievement 2 achieved"
Achievement_3_Id=null-ach-3
Achievement_3_bIsHidden=false
Achievement_3_Title="Achievement 3"
Achievement_3_LockedDesc="Achieve achievement 3"
Achievement_3_UnlockedDesc="Achievement 3 achieved"
Achievement_4_Id=null-ach-4
Achievement_4_bIsHidden=false
Achievement_4_Title="Achievement 4"
Achievement_4_LockedDesc="Achieve achievement 4"
Achievement_4_UnlockedDesc="Achievement 4 achieved"
Achievement_5_Id=null-ach-5
Achievement_5_bIsHidden=false
Achievement_5_Title="Achievement 5"
Achievement_5_LockedDesc="Achieve achievement 5"
Achievement_5_UnlockedDesc="Achievement 5 achieved"
Achievement_6_Id=null-ach-6
Achievement_6_bIsHidden=false
Achievement_6_Title="Achievement 6"
Achievement_6_LockedDesc="Achieve achievement 6"
Achievement_6_UnlockedDesc="Achievement 6 achieved"
Achievement_7_Id=null-ach-7
Achievement_7_bIsHidden=false
Achievement_7_Title="Achievement 7"
Achievement_7_LockedDesc="Achieve achievement 7"
Achievement_7_UnlockedDesc="Achievement 7 achieved"
Achievement_8_Id=null-ach-8
Achievement_8_bIsHidden=false
Achievement_8_Title="Achievement 8"
Achievement_8_LockedDesc="Achieve achievement 8"
Achievement_8_UnlockedDesc="Achievement 8 achieved"
Achievement_9_Id=null-ach-9
Achievement_9_bIsHidden=false
Achievement_9_Title="Achievement 9"
Achievement_9_LockedDesc="Achieve achievement 9"
Achievement_9_UnlockedDesc="Achievement 9 achieved"
[/Script/OnlineSubsystemUtils.OnlineBeacon]
BeaconConnectionInitialTimeout=5.0
BeaconConnectionTimeout=45.0
[/Script/OnlineSubsystemUtils.OnlineBeaconHost]
ListenPort=15000
[/Script/OnlineSubsystemUtils.PartyBeaconHost]
bLogoutOnSessionTimeout=true
SessionTimeoutSecs=10
TravelSessionTimeoutSecs=45
[/Script/Lobby.LobbyBeaconClient]
BeaconConnectionInitialTimeout=90.0
BeaconConnectionTimeout=45.0
[StaticMeshLODSettings]
LevelArchitecture=(NumLODs=4,LightMapResolution=32,LODPercentTriangles=50,PixelError=12,SilhouetteImportance=4,Name=LOCTEXT("LevelArchitectureLOD","Level Architecture"))
SmallProp=(NumLODs=4,LODPercentTriangles=50,PixelError=10,Name=LOCTEXT("SmallPropLOD","Small Prop"))
LargeProp=(NumLODs=4,LODPercentTriangles=50,PixelError=10,Name=LOCTEXT("LargePropLOD","Large Prop"))
Deco=(NumLODs=4,LODPercentTriangles=50,PixelError=10,Name=LOCTEXT("DecoLOD","Deco"))
Vista=(NumLODs=1,Name=LOCTEXT("VistaLOD","Vista"))
Foliage=(NumLODs=1,Name=LOCTEXT("FoliageLOD","Foliage"))
HighDetail=(NumLODs=6,LODPercentTriangles=50,PixelError=6,Name=LOCTEXT("HighDetailLOD","High Detail"))
[TextureTracking]
;TextureName=T_GD_Traffic_Crosswalk_01
; Config for RuntimeAssetCache asset groups.
; Each group can be managed separately (e.g. advertisement cache, character image cache etc.)
; For each group a name must be specified. Size is optional and defaults to 5MB. Size in
; ini file is stored as number of bytes. E.g.:
; [RuntimeAssetCache]
; +BucketConfigs=(Name="CharacterImage", Size=3000000)
; +BucketConfigs=(Name="Advertisement", Size=4000000)
[RuntimeAssetCache]
+BucketConfigs=(Name="DefaultBucket", Size=10000000)
PathToRAC=RuntimeAssetCache
; Derived Data backend graphs
; Each of the below backend graph sections contains a set of nodes used to create derived data backed graph.
; DerivedDataBackendGraph is the default graph for source builds, and InstalledDerivedDataBackendGraph is the default for installed builds.
; Others can be specified othe command line using:
; -DDC=GraphSectionName (for example: -DDC=VerifyDerivedDataBackendGraph)
; Each graph should start with 'Root' node. Names of all the other nodes are not predefined.
; Supported node types are: KeyLength, AsyncPut, Hierarchical, Boot, Filesystem, ReadPak, WritePak, Verify
; The order nodes are define in is not relevant
[DerivedDataBackendGraph]
MinimumDaysToKeepFile=7
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=Boot, Inner=Pak, Inner=EnginePak, Inner=Local, Inner=Shared)
Boot=(Type=Boot, Filename="%GAMEDIR%DerivedDataCache/Boot.ddc", MaxCacheSize=512)
Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path=../../../Engine/DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath)
Shared=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, DeleteUnused=true, UnusedFileAge=10, FoldersToClean=10, MaxFileChecksPerSec=1, Path=?EpicDDC, EnvPathOverride=UE-SharedDataCachePath)
AltShared=(Type=FileSystem, ReadOnly=true, Clean=false, Flush=false, DeleteUnused=true, UnusedFileAge=23, FoldersToClean=10, MaxFileChecksPerSec=1, Path=?EpicDDC2, EnvPathOverride=UE-SharedDataCachePath2)
Pak=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/DDC.ddp")
EnginePak=(Type=ReadPak, Filename=../../../Engine/DerivedDataCache/DDC.ddp)
[DerivedDataBackendGraph_Fill_Seattle]
MinimumDaysToKeepFile=7
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=Boot, Inner=Pak, Inner=EnginePak, Inner=Local, Inner=Seattle)
Boot=(Type=Boot, Filename="%GAMEDIR%DerivedDataCache/Boot.ddc", MaxCacheSize=512)
Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path=../../../Engine/DerivedDataCache)
Seattle=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, DeleteUnused=true, UnusedFileAge=23, FoldersToClean=10, MaxFileChecksPerSec=1, Path=?EpicSeaDDC, EnvPathOverride=UE-SharedDataCachePath_Seattle)
Pak=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/DDC.ddp")
EnginePak=(Type=ReadPak, Filename=../../../Engine/DerivedDataCache/DDC.ddp)
[InstalledDerivedDataBackendGraph]
MinimumDaysToKeepFile=7
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=Boot, Inner=Pak, Inner=CompressedPak, Inner=EnginePak, Inner=Local)
Boot=(Type=Boot, Filename="%ENGINEUSERDIR%DerivedDataCache/Boot.ddc", MaxCacheSize=512)
Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path="%ENGINEVERSIONAGNOSTICUSERDIR%DerivedDataCache")
Pak=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/DDC.ddp")
CompressedPak=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/Compressed.ddp", Compressed=true)
EnginePak=(Type=ReadPak, Filename=../../../Engine/DerivedDataCache/Compressed.ddp, Compressed=true)
[NoShared]
MinimumDaysToKeepFile=7
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=Boot, Inner=Pak, Inner=Local)
Boot=(Type=Boot, Filename="%GAMEDIR%DerivedDataCache/Boot.ddc", MaxCacheSize=512)
Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path=../../../Engine/DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath)
Pak=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/DDC.ddp")
[CreatePak]
MinimumDaysToKeepFile=7
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=Boot, Inner=PakWrite, Inner=PakRead, Inner=Local, Inner=Shared)
Boot=(Type=Boot, Filename="%GAMEDIR%DerivedDataCache/Boot.ddc", MaxCacheSize=512)
Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path=../../../Engine/DerivedDataCache)
Shared=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, DeleteUnused=false, UnusedFileAge=23, FoldersToClean=-1, Path=?EpicDDC, EnvPathOverride=UE-SharedDataCachePath)
AltShared=(Type=FileSystem, ReadOnly=true, Clean=false, Flush=false, DeleteUnused=false, UnusedFileAge=23, FoldersToClean=-1, Path=?EpicDDC2, EnvPathOverride=UE-SharedDataCachePath2)
PakRead=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/DDC.ddp")
PakWrite=(Type=WritePak, Filename="%GAMEDIR%DerivedDataCache/DDC.ddp")
[CreateInstalledProjectPak]
MinimumDaysToKeepFile=7
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=Boot, Inner=EnginePak, Inner=PakWrite, Inner=PakRead, Inner=Local, Inner=Shared)
Boot=(Type=Boot, Filename="%GAMEDIR%DerivedDataCache/Boot.ddc", MaxCacheSize=512)
Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path=../../../Engine/DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath)
Shared=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, DeleteUnused=false, UnusedFileAge=23, FoldersToClean=-1, Path=?EpicDDC, EnvPathOverride=UE-SharedDataCachePath)
AltShared=(Type=FileSystem, ReadOnly=true, Clean=false, Flush=false, DeleteUnused=false, UnusedFileAge=23, FoldersToClean=-1, Path=?EpicDDC2, EnvPathOverride=UE-SharedDataCachePath2)
EnginePak=(Type=ReadPak, Filename=../../../Engine/DerivedDataCache/Compressed.ddp, Compressed=true)
PakRead=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/Compressed.ddp", Compressed=true)
PakWrite=(Type=WritePak, Filename="%GAMEDIR%DerivedDataCache/Compressed.ddp", Compressed=true)
[CreateInstalledEnginePak]
MinimumDaysToKeepFile=7
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=Boot, Inner=PakWrite, Inner=Local, Inner=Shared)
Boot=(Type=Boot, Filename="%GAMEDIR%DerivedDataCache/Boot.ddc", MaxCacheSize=512)
Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path=../../../Engine/DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath)
Shared=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, DeleteUnused=false, UnusedFileAge=23, FoldersToClean=-1, Path=?EpicDDC, EnvPathOverride=UE-SharedDataCachePath)
AltShared=(Type=FileSystem, ReadOnly=true, Clean=false, Flush=false, DeleteUnused=false, UnusedFileAge=23, FoldersToClean=-1, Path=?EpicDDC2, EnvPathOverride=UE-SharedDataCachePath2)
PakWrite=(Type=WritePak, Filename=../../../Engine/DerivedDataCache/Compressed.ddp, Compressed=true)
[CreateProjectCache]
MinimumDaysToKeepFile=7
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=Local, Inner=Project, Inner=Shared)
Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path=../../../Engine/DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath)
Project=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=true, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path=%GAMEDIR%ProjectDerivedData)
Shared=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, DeleteUnused=false, UnusedFileAge=23, FoldersToClean=-1, Path=?EpicDDC, EnvPathOverride=UE-SharedDataCachePath)
AltShared=(Type=FileSystem, ReadOnly=true, Clean=false, Flush=false, DeleteUnused=false, UnusedFileAge=23, FoldersToClean=-1, Path=?EpicDDC2, EnvPathOverride=UE-SharedDataCachePath2)
[/Script/Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainXFOV
[ContentComparisonReferenceTypes]
+Class=AnimSet
+Class=SkeletalMesh
+Class=SoundCue
+Class=StaticMesh
+Class=ParticleSystem
+Class=Texture2D
[AssetRegistry]
; Fill out this list with asset registry tags that are not needed in cooked builds and will be stripped during cook.
; You can use a * wildcard to refer to either all classes or all tags for the class.
; If your game does not need any asset registry tags, simply add (Class=*,Tag=*). Be warned that this this may make some engine systems fail to work since they might need ParentClass or GeneratedClass on Blueprints.
+CookedTagsBlacklist=(Class=Blueprint,Tag=FiB)
+CookedTagsBlacklist=(Class=Blueprint,Tag=FiBData)
+CookedTagsBlacklist=(Class=*,Tag=AssetImportData)
; Alternatively, you can use a whitelist which will exclude all tags except those mentioned in this list. Set bUseAssetRegistryTagsWhitelistInsteadOfBlacklist to true to use this list.
bUseAssetRegistryTagsWhitelistInsteadOfBlacklist=false
+CookedTagsWhitelist=(Class=Blueprint,Tag=ParentClass)
+CookedTagsWhitelist=(Class=Blueprint,Tag=GeneratedClass)
+CookedTagsWhitelist=(Class=Blueprint,Tag=GameplayCueName)
+CookedTagsWhitelist=(Class=*,Tag=AssetBundleData)
+CookedTagsWhitelist=(Class=*,Tag=PrimaryAssetType)
+CookedTagsWhitelist=(Class=*,Tag=PrimaryAssetName)
; These are the options for what parts of the asset registry are cooked and read at runtime. These can be overridden per platform in the appropriate PlatformEngine.ini file
bSerializeAssetRegistry=true
bSerializeDependencies=false
bSerializeSearchableNameDependencies=false
bSerializeManageDependencies=false
bSerializePackageData=false
[AutomationTesting]
ImportTestPath=../../Content/EditorAutomation/
ImportTestPackagePath=/Engine/Content/EditorAutomation
bForceSmokeTests=false
[AutomationTesting.FbxImport]
FbxImportTestPath=../../Content/FbxEditorAutomation/
FbxImportTestPackagePath=/Engine/FbxEditorAutomationOut
[AutomationTesting.Blueprint]
TestAllBlueprints=false
+InstanceTestMaps=../../../Engine/Content/Maps/Automation/BlueprintInstanceTest.umap
+ReparentTest.ChildrenPackagePaths=/Game/ReparentingTestAssets/Children
+ReparentTest.ParentsPackagePaths=/Game/ReparentingTestAssets/Parents
[/Script/Engine.AutomationTestSettings]
+EditorTestModules=StaticMeshEditor
+EditorTestModules=LandscapeEditor
+EditorTestModules=GameProjectGeneration
+EditorTestModules=Cascade
+TestLevelFolders=TestMaps
MaterialEditorPromotionTest=(DefaultMaterialAsset=(FilePath="../../Content/EditorMeshes/ColorCalibrator/M_ColorGrid.uasset"),DefaultDiffuseTexture=(FilePath="../../Content/EngineMaterials/DefaultDiffuse.uasset"),DefaultNormalTexture=(FilePath="../../Content/EngineMaterials/DefaultNormal.uasset"))
ParticleEditorPromotionTest=(DefaultParticleAsset=(FilePath="../../Content/Tutorial/SubEditors/TutorialAssets/TutorialParticleSystem.uasset"))
[AutomationTesting.StaticMeshEditorTest]
+EditorViewButtons=Wireframe
+EditorViewButtons=Verts
+EditorViewButtons=Grid
+EditorViewButtons=Bounds
+EditorViewButtons=Collision
+EditorViewButtons=Show Pivot
+EditorViewButtons=Normals
+EditorViewButtons=Tangents
+EditorViewButtons=Binormals
+EditorViewButtons=UV
EditorViewButtonsObject=EditorCylinder
[/Script/Engine.NavigationSystem]
bAutoCreateNavigationData=true
bAddPlayersToGenerationSeeds=true
[/Script/Engine.NavigationData]
RuntimeGeneration=Static
[/Script/Engine.RecastNavMesh]
; runtime params
TileSetUpdateInterval=1.0
MaxTileGridWidth=256
MaxTileGridHeight=256
DefaultDrawDistance=5000.0
; navmesh generation parameters
TileSizeUU=1000.f
CellSize=19.f
CellHeight=10.f
AgentRadius=34.f
AgentHeight=144.f
AgentMaxHeight=160.f
AgentMaxStepHeight=35.f
AgentMaxSlope=44.f
MinRegionArea=0.f
; default should be aproximately 20*CellSize
MergeRegionSize=400.f
bUseBetterOffsetsFromCorners=true
[/Script/Engine.NavArea_Null]
DrawColor=(R=38,G=38,B=38,A=64)
[/Script/Engine.NavArea_Default]
DrawColor=(R=140,G=255,B=0,A=164)
[RemoteConfiguration]
Enabled=false
ConfigPathPrefix=\\epicgames.net\root\Home
ConfigPathSuffix=UE4Cloud
Timeout=1.0f
+IniToLoad=EditorPerProjectUserSettings
+IniToLoad=EditorKeyBindings
[Engine.ErrorHandling]
bPromptForRemoteDebugging=false
bPromptForRemoteDebugOnEnsure=false
[Niagara]
EnableNiagara=false
[/Script/Engine.CollisionProfile]
+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+OldProfiles=(Name="BlockingVolume",CollisionEnabled=QueryAndPhysics,ObjectTypeName=WorldStatic,CustomResponses=((Channel=Visibility, Response=ECR_Ignore)))
; ECC_Mover is gone, but it doens't matter. Only thing that matters is the name
+OldProfiles=(Name="InterpActor",CollisionEnabled=QueryOnly,ObjectTypeName=WorldStatic,CustomResponses=((Channel=Pawn, Response=ECR_Ignore)))
+OldProfiles=(Name="StaticMeshComponent",CollisionEnabled=QueryAndPhysics,ObjectTypeName=WorldStatic)
+OldProfiles=(Name="SkeletalMeshActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName=PhysicsBody,CustomResponses=((Channel=Visibility, Response=ECR_Block)))
+OldProfiles=(Name="InvisibleActor", CollisionEnabled=QueryAndPhysics, ObjectTypeName=WorldDynamic, CustomResponses=((Channel=Visibility, Response=ECR_Ignore)))
+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
[Engine.BufferVisualizationMaterials]
BaseColor=(Material="/Engine/BufferVisualization/BaseColor.BaseColor", Name=LOCTEXT("BaseColorMat", "Base Color"))
CustomDepth=(Material="/Engine/BufferVisualization/CustomDepth.CustomDepth", Name=LOCTEXT("BaseCustomDepthMat", "Custom Depth"))
CustomStencil=(Material="/Engine/BufferVisualization/CustomStencil.CustomStencil", Name=LOCTEXT("BaseCustomStencilMat", "Custom Stencil"))
FinalImage=(Material="/Engine/BufferVisualization/FinalImage.FinalImage", Name=LOCTEXT("BaseFinalImageMat", "Final Image"))
ShadingModel=(Material="/Engine/BufferVisualization/LightingModel.LightingModel", Name=LOCTEXT("BaseShadingModelMat", "Shading Model"))
MaterialAO=(Material="/Engine/BufferVisualization/MaterialAO.MaterialAO", Name=LOCTEXT("BaseMaterialAOMat", "Material Ambient Occlusion"))
Metallic=(Material="/Engine/BufferVisualization/Metallic.Metallic", Name=LOCTEXT("BaseMetallicMat", "Metallic"))
Opacity=(Material="/Engine/BufferVisualization/Opacity.Opacity", Name=LOCTEXT("BaseOpacityMat", "Opacity"))
Roughness=(Material="/Engine/BufferVisualization/Roughness.Roughness", Name=LOCTEXT("BaseRoughnessMat", "Roughness"))
SceneColor=(Material="/Engine/BufferVisualization/SceneColor.SceneColor", Name=LOCTEXT("BaseSceneColorMat", "Scene Color"))
SceneDepth=(Material="/Engine/BufferVisualization/SceneDepth.SceneDepth", Name=LOCTEXT("BaseSceneDepthMat", "Scene Depth"))
SeparateTranslucencyRGB=(Material="/Engine/BufferVisualization/SeparateTranslucencyRGB.SeparateTranslucencyRGB", Name=LOCTEXT("BaseSeparateTranslucencyRGBMat", "Separate Translucency RGB"))
SeparateTranslucencyA=(Material="/Engine/BufferVisualization/SeparateTranslucencyA.SeparateTranslucencyA", Name=LOCTEXT("BaseSeparateTranslucencyAMat", "Separate Translucency Alpha"))
Specular=(Material="/Engine/BufferVisualization/Specular.Specular", Name=LOCTEXT("BaseSpecularMat", "Specular"))
SubsurfaceColor=(Material="/Engine/BufferVisualization/SubsurfaceColor.SubsurfaceColor", Name=LOCTEXT("BaseSubsurfaceColorMat", "Subsurface Color"))
WorldNormal=(Material="/Engine/BufferVisualization/WorldNormal.WorldNormal", Name=LOCTEXT("BaseWorldNormalMat", "World Normal"))
AmbientOcclusion=(Material="/Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion", Name=LOCTEXT("BaseAmbientOcclusionMat", "Ambient Occlusion"))
CustomDepthWorldUnits=(Material="/Engine/BufferVisualization/CustomDepthWorldUnits.CustomDepthWorldUnits", Name=LOCTEXT("BaseCustomDepthWorldUnitsMat", "Custom Depth World Units"))
SceneDepthWorldUnits=(Material="/Engine/BufferVisualization/SceneDepthWorldUnits.SceneDepthWorldUnits", Name=LOCTEXT("BaseSceneDepthWorldUnitsMat", "Scene Depth World Units"))
PreTonemapHDRColor=(Material="/Engine/BufferVisualization/PreTonemapHDRColor.PreTonemapHDRColor", Name=LOCTEXT("PreTonemapHDRColor", "Pre Tonemap HDR Color"))
PostTonemapHDRColor=(Material="/Engine/BufferVisualization/PostTonemapHDRColor.PostTonemapHDRColor", Name=LOCTEXT("PostTonemapHDRColor", "Post Tonemap HDR Color"))
[DeviceProfileManager]
DeviceProfileSelectionModule="ExampleDeviceProfileSelector"
[SlateRenderer]
TextureAtlasSize=1024
FontAtlasSize=1024
; This is the number of preallocated vertices to create for use in Slate/UMG UI. A smaller number would indicate more resizes of the vertex buffer which could cause hitches. A larger number increases memory
; Use stat slatememory to see the cost of these buffers
NumPreallocatedVertices=50000
[MobileSlateUI]
bTouchFallbackToMouse=true
[Nadzorca]
StagingDir=~/LinuxServer/
RunningDir=../../../
ExecutableLocation=shootergame/binaries/linux/
ExecutableName=shootergameserver
Arguments=-pak
NumberOfInstances=3
StartingEnginePort=5000
StartingBeaconPort=15000
[/Script/GameplayDebugger.GameplayDebuggingReplicator]
MaxEQSQueries=5
DebugComponentClassName="/Script/GameplayDebugger.GameplayDebuggingComponent"
DebugComponentHUDClassName="/Script/GameplayDebugger.GameplayDebuggingHUDComponent"
DebugComponentControllerClassName = "/Script/GameplayDebugger.GameplayDebuggingControllerComponent"
[/Script/GameplayDebugger.GameplayDebuggingHUDComponent]
MenuStartX=10.0
MenuStartY=10.0
DebugInfoStartX=20.0
DebugInfoStartY=60.0
; These are the defaults for iOS settings, and they need to be in the .ini since UBT reads the .ini settings, without instantiating the class
; Note: These should be in IOSEngine, but are placed here because the Settings editor UI cannot write to the Game IOSEngine, meaning settings in Engine/IOSEngine are non-overridable
[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
bEnableGameCenterSupport=False
bSupportsPortraitOrientation=False
bSupportsUpsideDownOrientation=False
bSupportsLandscapeLeftOrientation=True
bSupportsLandscapeRightOrientation=True
bSupportsMetal=True
bSupportsOpenGLES2=True
bCookPVRTCTextures=True
bCookASTCTextures=False
bSupportsMetalMRT=False
bDevForArmV7=True
bDevForArm64=True
bDevForArmV7S=False
bShipForArmV7=True
bShipForArm64=True
bShipForArmV7S=False
bTreatRemoteAsSeparateController=False
bAllowRemoteRotation=True
bUseRemoteAsVirtualJoystick=True
bUseAbsoluteDpadValues=False
bGeneratedSYMFile=False
bDisableHTTPS=false
bUseRSync=True
BundleDisplayName=[PROJECT_NAME]
BundleName=[PROJECT_NAME]
BundleIdentifier=com.YourCompany.[PROJECT_NAME]
VersionInfo=1.0
FrameRateLock=PUFRL_30
MinimumiOSVersion=IOS_8
bSupportsIPad=True
bSupportsIPhone=True
AdditionalPlistData=
RemoteServerName=
RSyncUsername=
SSHPrivateKeyOverridePath=
bEnableRemoteNotificationsSupport=False
bEnableCloudKitSupport=False
bAutomaticSigning=false
; These are the defaults for Android settings, and they need to be in the .ini since UBT reads the .ini settings, without instantiating the class
[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
bEnableGooglePlaySupport=false
bBuildForArmV7=true
bBuildForArm64=false
bBuildForX86=false
bBuildForX8664=false
bBuildForES2=true
bBuildForESDeferred=false
bSupportsVulkan=false
bSplitIntoSeparateApks=false
bPackageDataInsideApk=false
bUseExternalFilesDir=false
bCreateAllPlatformsInstall=false
Orientation=Landscape
InstallLocation=InternalOnly
DepthBufferPreference=Default
PackageName=com.YourCompany.[PROJECT]
StoreVersion=1
VersionDisplayName=1.0
MinSDKVersion=9
TargetSDKVersion=9
bShowLaunchImage=true
bMultiTargetFormat_ETC1=true
bMultiTargetFormat_ETC2=true
bMultiTargetFormat_DXT=true
bMultiTargetFormat_PVRTC=true
bMultiTargetFormat_ATC=true
bMultiTargetFormat_ASTC=true
TextureFormatPriority_ETC1=0.1
TextureFormatPriority_ETC2=0.2
TextureFormatPriority_DXT=0.6
TextureFormatPriority_PVRTC=0.8
TextureFormatPriority_ATC=0.5
TextureFormatPriority_ASTC=0.9
bEnableNewKeyboard=False
bAndroidVoiceEnabled=false
bBuildWithHiddenSymbolVisibility=false
[/Script/AndroidPlatformEditor.AndroidSDKSettings]
SDKAPILevel=latest
NDKAPILevel=android-19
[/Script/SwitchRuntimeSettings.SwitchRuntimeSettings]
; Due to secrecy, the defaults are in Engine/Switch/BaseSwitchEngine.ini _AND_ USwitchRuntimeSettings::USwitchRuntimeSettings()
[/Script/UnrealEd.CookerSettings]
DefaultPVRTCQuality=1
DefaultASTCQualityBySpeed=1
DefaultASTCQualityBySize=3
+ClassesExcludedOnDedicatedServer=WidgetBlueprint
+ClassesExcludedOnDedicatedServer=GroupActor
+ClassesExcludedOnDedicatedServer=MetaData
+ClassesExcludedOnDedicatedServer=ObjectRedirector
+ClassesExcludedOnDedicatedServer=NavMeshRenderingComponent
+ClassesExcludedOnDedicatedServer=ReflectionCaptureComponent
+ClassesExcludedOnDedicatedServer=TextRenderComponent
+ClassesExcludedOnDedicatedServer=Font
+ClassesExcludedOnDedicatedServer=InterpCurveEdSetup
+ClassesExcludedOnDedicatedServer=MaterialExpression
+ClassesExcludedOnDedicatedServer=MatineeActorCameraAnim
+ClassesExcludedOnDedicatedServer=ParticleEmitter
+ClassesExcludedOnDedicatedServer=ParticleLODLevel
+ClassesExcludedOnDedicatedServer=ParticleModule
+ClassesExcludedOnDedicatedServer=SubUVAnimation
+ClassesExcludedOnDedicatedServer=SoundNode
+ClassesExcludedOnDedicatedServer=GameplayEffectUIData
+ClassesExcludedOnDedicatedClient=WidgetBlueprint
+ClassesExcludedOnDedicatedClient=GroupActor
+ClassesExcludedOnDedicatedClient=MetaData
+ClassesExcludedOnDedicatedClient=ObjectRedirector
+ClassesExcludedOnDedicatedClient=InterpCurveEdSetup
+ClassesExcludedOnDedicatedClient=MatineeActorCameraAnim
[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-980.0
bEnable2DPhysics=false
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
+TargetedRHIs=PCD3D_SM5
+TargetedRHIs=PCD3D_SM4
MinimumOSVersion=MSOS_Vista
[/Script/LinuxTargetPlatform.LinuxTargetSettings]
; Possible values for architecture: X86_64UnknownLinuxGnu, ArmUnknownLinuxGnueabihf, AArch64UnknownLinuxGnueabi, I686UnknownLinuxGnu
TargetArchitecture=X86_64UnknownLinuxGnu
; When neither -opengl3 nor -opengl4 is passed on the commandline, the engine will default to the first targeted RHI.
; It is thus safer to put the older one first as it is likely to have better driver support.
+TargetedRHIs=GLSL_430
+TargetedRHIs=GLSL_150
+TargetedRHIs=SF_VULKAN_ES31
+TargetedRHIs=SF_VULKAN_SM4
+TargetedRHIs=SF_VULKAN_SM5
[/Script/MacTargetPlatform.MacTargetSettings]
+TargetedRHIs=SF_METAL_SM5
+TargetedRHIs=SF_METAL_SM4
[HMDPluginPriority]
; Since SteamVR also works with the Oculus Rift, give priority to the native Oculus plugin before trying SteamVR
; Since OSVR also works with either Oculus Rift or SteamVR, give priority to either before OSVR
OculusRift=20
SteamVR=10
OSVR=5
[/Script/Engine.AISystemBase]
AISystemModuleName=AIModule
AISystemClassName=/Script/AIModule.AISystem
[/Script/AIModule.AISystem]
PerceptionSystemClassName=/Script/AIModule.AIPerceptionSystem
[AutomationController.History]
bTrackHistory=false
NumberOfHistoryItemsTracked=5
[VisualLogger]
FrameCacheLenght=1.0f ;in seconds, to batch log data between file serializations
UseCompression=false ;works only with binary files
[GameplayDebuggerSettings]
OverHead=True
Basic=True
BehaviorTree=False
EQS=False
EnableEQSOnHUD=true
Perception=False
GameView1=False
GameView2=False
GameView3=False
GameView4=False
GameView5=False
NameForGameView1="GameView1"
NameForGameView2="GameView2"
NameForGameView3="GameView3"
NameForGameView4="GameView4"
NameForGameView5="GameView5"
[/Script/HTML5PlatformEditor.HTML5TargetSettings]
Compressed=False
HeapSizeDevelopment=1024
HeapSizeShipping=1024
TargetWasm=True
TargetWebGL2=True
EnableSIMD=True
EnableMultithreading=False
DeployServerPort=53501
EnableTracing=False
; common browser locations - this will be merged to Editor:Launch(arrow) [/Script/HTML5PlatformEditor.HTML5SDKSettings]
[/Script/HTML5PlatformEditor.HTML5Browsers]
; windows
+BrowserLauncher=(BrowserName="Nightly(64bit)", BrowserPath=(FilePath="C:/Program Files/Nightly/firefox.exe"))
+BrowserLauncher=(BrowserName="Nightly", BrowserPath=(FilePath="C:/Program Files (x86)/Nightly/firefox.exe"))
+BrowserLauncher=(BrowserName="Firefox(64bit)", BrowserPath=(FilePath="C:/Program Files/Mozilla Firefox/firefox.exe"))
+BrowserLauncher=(BrowserName="Firefox", BrowserPath=(FilePath="C:/Program Files (x86)/Mozilla Firefox/firefox.exe"))
+BrowserLauncher=(BrowserName="Chrome", BrowserPath=(FilePath="C:/Program Files (x86)/Google/Chrome/Application/chrome.exe"))
; Edge is part of Windows10 -- detection will be special cased...
;+BrowserLauncher=(BrowserName="Edge", BrowserPath=(FilePath="start microsoft-edge:"))
; osx
+BrowserLauncher=(BrowserName="Safari", BrowserPath=(FilePath="/Applications/Safari.app"))
+BrowserLauncher=(BrowserName="Firefox", BrowserPath=(FilePath="/Applications/Firefox.app"))
+BrowserLauncher=(BrowserName="Chrome", BrowserPath=(FilePath="/Applications/Google Chrome.app"))
; linux
+BrowserLauncher=(BrowserName="Firefox", BrowserPath=(FilePath="/usr/bin/firefox"))
[/Script/HTML5Networking.WebSocketNetDriver]
AllowPeerConnections=False
AllowPeerVoice=False
ConnectionTimeout=60.0
InitialConnectTimeout=120.0
AckTimeout=10.0
KeepAliveTime=20.2
MaxClientRate=15000
MaxInternetClientRate=10000
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=30
LanServerMaxTickRate=35
WebSocketPort=8889
NetConnectionClassName="/Script/HTML5Networking.WebSocketConnection"
MaxPortCountToTry=512
[/Script/GameplayDebugger.GameplayDebuggingControllerComponent]
CategoryZeroBind=(Key=NumPadZero,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryOneBind=(Key=NumPadOne,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryTwoBind=(Key=NumPadTwo,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryThreeBind=(Key=NumPadThree,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryFourBind=(Key=NumPadFour,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryFiveBind=(Key=NumPadFive,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategorySixBind=(Key=NumPadSix,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategorySevenBind=(Key=NumPadSeven,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryEightBind=(Key=NumPadEight,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CategoryNineBind=(Key=NumPadNine,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
CycleDetailsViewBind=(Key=Add,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
DebugCameraBind=(Key=Tab,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
OnScreenDebugMessagesBind=(Key=Tab,bShift=False,bCtrl=True,bAlt=False,bCmd=False)
GameHUDBind=(Key=Tilde,bShift=False,bCtrl=True,bAlt=False,bCmd=False)
[/Script/Engine.SkeletalMeshReductionSettings]
+Settings=(ScreenSize=1.0,OptimizationSettings=(NumOfTrianglesPercentage=.5))
+Settings=(ScreenSize=.3,OptimizationSettings=(NumOfTrianglesPercentage=.25))
+Settings=(ScreenSize=.15,OptimizationSettings=(NumOfTrianglesPercentage=.125))
+Settings=(ScreenSize=.1,OptimizationSettings=(NumOfTrianglesPercentage=.06))
[/Script/CinematicCamera.CineCameraComponent]
+FilmbackPresets=(Name="16:9 Film",FilmbackSettings=(SensorWidth=24.892,SensorHeight=14.002))
+FilmbackPresets=(Name="16:9 Digital Film",FilmbackSettings=(SensorWidth=23.66,SensorHeight=13.3))
+FilmbackPresets=(Name="16:9 DSLR",FilmbackSettings=(SensorWidth=36,SensorHeight=20.25))
+FilmbackPresets=(Name="Super 8mm",FilmbackSettings=(SensorWidth=5.79,SensorHeight=4.01))
+FilmbackPresets=(Name="Super 16mm",FilmbackSettings=(SensorWidth=12.52,SensorHeight=7.58))
+FilmbackPresets=(Name="Super 35mm",FilmbackSettings=(SensorWidth=24.89,SensorHeight=18.66))
+FilmbackPresets=(Name="35mm Academy",FilmbackSettings=(SensorWidth=21.946,SensorHeight=16.002))
+FilmbackPresets=(Name="35mm Full Aperture",FilmbackSettings=(SensorWidth=24.892,SensorHeight=18.9121))
+FilmbackPresets=(Name="35mm VistaVision",FilmbackSettings=(SensorWidth=25.146,SensorHeight=37.719))
+FilmbackPresets=(Name="IMAX 70mm",FilmbackSettings=(SensorWidth=70.41,SensorHeight=56.63))
+FilmbackPresets=(Name="APS-C (Canon)",FilmbackSettings=(SensorWidth=22.2,SensorHeight=14.8))
+FilmbackPresets=(Name="Full Frame DSLR",FilmbackSettings=(SensorWidth=36,SensorHeight=24))
+FilmbackPresets=(Name="Micro Four Thirds",FilmbackSettings=(SensorWidth=17.3,SensorHeight=13))
DefaultFilmbackPresetName="16:9 DSLR"
+LensPresets=(Name="12mm Prime f/2.8",LensSettings=(MinFocalLength=12,MaxFocalLength=12,MinFStop=2.8,MaxFStop=22))
+LensPresets=(Name="30mm Prime f/1.4",LensSettings=(MinFocalLength=30,MaxFocalLength=30,MinFStop=1.4,MaxFStop=22))
+LensPresets=(Name="50mm Prime f/1.8",LensSettings=(MinFocalLength=50,MaxFocalLength=50,MinFStop=1.8,MaxFStop=22))
+LensPresets=(Name="85mm Prime f/1.8",LensSettings=(MinFocalLength=85,MaxFocalLength=85,MinFStop=1.8,MaxFStop=22))
+LensPresets=(Name="105mm Prime f/2",LensSettings=(MinFocalLength=105,MaxFocalLength=105,MinFStop=2,MaxFStop=22))
+LensPresets=(Name="200mm Prime f/2",LensSettings=(MinFocalLength=200,MaxFocalLength=200,MinFStop=2,MaxFStop=22))
+LensPresets=(Name="24-70mm Zoom f/2.8",LensSettings=(MinFocalLength=24,MaxFocalLength=70,MinFStop=2.8,MaxFStop=22))
+LensPresets=(Name="70-200mm Zoom f/2.8",LensSettings=(MinFocalLength=70,MaxFocalLength=200,MinFStop=2.8,MaxFStop=22))
+LensPresets=(Name="Universal Zoom",LensSettings=(MinFocalLength=4,MaxFocalLength=1000,MinFStop=1.2,MaxFStop=22))
DefaultLensPresetName="Universal Zoom"
DefaultLensFocalLength=35
DefaultLensFStop=2.8
[OnlineSubsystemMcp.OnlineChatMcp]
+RestrictedPlatforms=PSN
[/Script/TcpMessaging.TcpMessagingSettings]
EnableTransport=True
ListenEndpoint=
!ConnectToEndpoints=CLEAR_ARRAY
ConnectionRetryDelay=2
[CrashReportClient]
bHideLogFilesOption=false
bIsAllowedToCloseWithoutSending=true
CrashConfigPurgeDays=2
[SteamVR.Settings]
HMDWornMovementThreshold = 50.0
[/Script/Engine.AnimationSettings]
bStripAnimationDataOnDedicatedServer=False
[/Script/Engine.MeshSimplificationSettings]
r.MeshReductionModule="QuadricMeshReduction"
[/Script/ClassViewer.ClassViewerProjectSettings]
+InternalOnlyPaths=(Path="/Engine/VREditor")
+InternalOnlyPaths=(Path="/Engine/Sequencer")
+InternalOnlyPaths=(Path="/Engine/NotForLicensees")
+InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget
+InternalOnlyClasses=/Script/LevelSequence.LevelSequenceBurnIn
[EngineSessionManager]
UseWatchdogMTBF=false
AllowWatchdogDialogs=false
AllowWatchdogDetectHangs=false
WatchdogMinimumHangSeconds=120
[/Script/Niagara.NiagaraSettings]