Files
UnrealEngineUWP/Engine/Config/IOS/IOSEngine.ini
graeme thornton eae38e7ac5 Add new config values to go alongside "PlatformRequiresDataCrypto" which can specifically disable signing or encryption. Allows selective disabling of signing OR encryption on some platforms, rather than the old config value which would disable both.
Disable signing on platforms that we wanted encryption enabled for by default (mobile mainly)
Add a warning if pak signing or encryption is enabled but there is no key, then disable the offending functionality for that build

#rb none
#jira UE-71811, UE-71806
#lockdown cristina.riveron

#ROBOMERGE-SOURCE: CL 5487098 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5487102 by graeme thornton in Main branch]
2019-03-20 18:40:20 -04:00

74 lines
2.2 KiB
INI

[/Script/Engine.Engine]
; DefaultBloomKernel is not used on mobile
DefaultBloomKernelTextureName=/Engine/EngineResources/DefaultTexture.DefaultTexture
[/Script/Engine.GarbageCollectionSettings]
gc.MaxObjectsInGame=131072
[PlatformCrypto]
PlatformRequiresDataCrypto=True
PakSigningRequired=False
[Audio]
AudioDeviceModuleName=IOSAudio
;Uncomment below and comment out above line to enable new audio mixer
;AudioDeviceModuleName=AudioMixerAudioUnit
; Defining below allows switching to audio mixer using -audiomixer commandline
AudioMixerModuleName=AudioMixerAudioUnit
; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
PlatformHeadroomDB=-6
[PlatformMemoryBuckets]
DefaultMemoryBucket_MinGB=4
SmallerMemoryBucket_MinGB=3
SmallestMemoryBucket_MinGB=2
[OnlineSubsystem]
DefaultPlatformService=IOS
[Advertising]
DefaultProviderName=IOSAdvertising
[DeviceProfileManager]
DeviceProfileSelectionModule="IOSDeviceProfileSelector"
[OnlineSubsystemIOS.Store]
bSupportsInAppPurchasing=true
bUseStoreV2=true
[SlateRenderer]
NumPreallocatedVertices=200
[LocalNotification]
DefaultPlatformService=IOSLocalNotification
[ConsoleVariables]
Slate.CacheRenderData=0
r.AllowOcclusionQueries=0
Fort.Scalability.InGameTextureStreamingFramesForFullUpdate=30
[TextureStreaming]
; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming)
PoolSizeVRAMPercentage=70
[MemoryMappedFiles]
MasterEnable=true
Alignment=16384
[HTTP]
MaxFlushTimeSeconds=2.0
[BackgroundHttp.iOSSettings]
;While the app is in the forground, time out if we don't get a response in this timeframe
BackgroundHttp.ActiveReceiveTimeout=30
;While the app is in the background, time out if we don't get a response in this timeframe
BackgroundHttp.BackgroundReceiveTimeout=120
;Regardless of app state, if the download hasn't finished in this long, time out
BackgroundHttp.ResourceTimeout=3600
;If retry data exists for a task, how many times we should try using the Retry data before moving onto a different CDN. ( -1 = unlimited )
BackgroundHttp.RetryResumeDataLimit=3;
[Plugins]
+EnabledPlugins=Crashlytics