Files
UnrealEngineUWP/Engine/Config/BaseEditorPerProjectUserSettings.ini
Max Chen f82d0fd260 Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 3116759)
#lockdown Nick.Penwarden
#rb none

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

Change 2840895 on 2016/01/23 by Max.Chen

	Sequencer: Moved key proxy handling from section into key area; added support for grouped keys; exposed color properties in context menu.

Change 2937981 on 2016/04/08 by Max.Chen

	Sequencer: Refactored GetKeyHandles to take a time range for filtering keys

Change 3058930 on 2016/07/20 by Max.Chen

	Sequencer: Fix crash in undo/redo of creating a sub section.

Change 3062696 on 2016/07/24 by Max.Chen

	Sequencer: Remove curve editor visibility as a toggleable config. It's now just a toggleable state that defaults to false. This fixes unexpected behavior of staying in the curve editor when restarting the
editor or switching to a different level sequence asset.

Change 3062763 on 2016/07/24 by Max.Chen

	Sequencer: Tweak track colors

	Audio track brighter
	Transform, bool, event tracks less saturated
	Recording subsection more saturated
	Fade track gradient

Change 3064262 on 2016/07/26 by Max.Chen

	Sequencer: Add Convert to Possessable

	#jira UE-32139

Change 3070101 on 2016/07/29 by Max.Chen

	Sequence Recorder: Record actors as possessables

	Added GetWorld() check when resolving bindings in case the world is being torn down.

Change 3070105 on 2016/07/29 by Max.Chen

	Sequence Recorder: Add cine camera component to default classes and properties to record.

Change 3074750 on 2016/08/02 by Frank.Fella

	Sequencer - Simplify keyframing from a mixture of 5 boolean options to the 3 modes we actually use and move some of the logic directly into the keyframe track for consistency.  Also make some keyframing
structs fields constant because public fields lead lead to side effects and difficult debugging.

	This is part of a larger keyframing refactor to fix the inconsistent behavior of default values. I've separated it into 3 separate smaller targeted refactors to make reviews easier which is why I'm
checking in with rb=none.

Change 3075181 on 2016/08/03 by Andrew.Rodham

	Sequencer: Added ability to record audio as part of a recorded sequence

	Implementing the ability to get a global audio clock time per audio device.

	Use FAudioDevice::GetAudioClock() to get the current audio clock (in seconds).

Change 3078922 on 2016/08/05 by Andrew.Rodham

	Sequencer: Spawnables now use deferred spawning

	#2613
	#jira UE-33571

Change 3084262 on 2016/08/10 by Frank.Fella

	Sequencer - Change the 3d constraint tracks to clear the actors transform themselves instead of the transform track clearing it every frame.

Change 3084851 on 2016/08/10 by Frank.Fella

	Sequencer - Make default value handling more consistent
	+ Add an setting for whether or not to automatically set default values for tracks which is enabled for the level sequencer and disabled for UMG.
	+ Add menu item for clearing default values for a track.
	+ Fix property and transform track instances so that they provide the current value when evaluating the section so that empty sections with no defaults don't modify the runtime object.
	+ Change the keyframe track editor so that default values are always set when a transform or property changes if auto set default values is turned on.
	+ Change the key editors so that they always update default values whenever they are changed if auto set default values is turned on.

Change 3089063 on 2016/08/15 by Max.Chen

	Sequence Recorder: Add countdown timer source image. Expand and clamp countdown to 9 seconds.

	#jira UE-30359

Change 3091925 on 2016/08/17 by Max.Chen

	Sequencer: Restructure level sequence actor with propert scene component and sprite component attached to it.

	This fixes an ensure when double clicking on the level sequence actor in editor which expects that there is a non editor only root component.

	#jira UE-34790, UE-34093

Change 3092201 on 2016/08/17 by Max.Chen

	Sequencer: Attach audio component to actor when creating a spatialized sound. Same thing happens in Matinee.

	#jira UE-34768

Change 3092267 on 2016/08/17 by Max.Chen

	Sequencer: Audio spatializiation components should be transient and not owned by the actor it's assigned to.

	#jira UE-34770

Change 3098930 on 2016/08/23 by Max.Chen

	Sequencer: Set skeletal meshes to always tick pose and refresh bones in the skeletal animation track instance pre update pass.

	#jira UE-8191

Change 3099461 on 2016/08/24 by Max.Chen

	Cine Camera: Add icons for cine camera actor, camera rig rail, camera rig crane.

Change 3099527 on 2016/08/24 by Max.Chen

	Cine Camera: Force the roll and yaw of the camera crane mount to be 0. The yaw is controlled by the crane yaw control.

	#jira UE-34968

Change 3099739 on 2016/08/24 by Max.Chen

	Cine Camera: Add toggles to lock the mount pitch/yaw for the crane. By default they are not locked  so the camera will stay level with the ground.

	#jira UE-34924

Change 3101574 on 2016/08/25 by Max.Chen

	Sequencer: Validate property path before creating a track. This fixes a bug where two tracks for the same property could be created since property changes could come from the actor or the component.

	#jira UE-29041

Change 3102253 on 2016/08/26 by Max.Chen

	Cine Camera: Unregister any owned spline mesh components that aren't being used for visualization. This fixes a bug where undo doesn't match the spline points.

	#jira UE-34607

Change 3103891 on 2016/08/27 by Max.Chen

	Movie Capture: Fix game mode override option so that it works in capture in editor.

	#jira UE-33248

Change 3104411 on 2016/08/29 by Max.Chen

	Sequencer: Refix attached audio component so that it's owned by the actor it's attached to but still transient.

	#jira UE-35239

Change 3105807 on 2016/08/30 by Max.Chen

	Sequencer: Restore state when stopping the level sequence player.

	#jira UE-35285

Change 3105988 on 2016/08/30 by Max.Chen

	Sequencer: Fix set key time so that it expands the section range if necessary.

	#jira UE-35275

Change 3107109 on 2016/08/30 by Max.Preussner

	MediaPlayerEditor: Added support for dragging and dropping media files into media player editor

Change 3107347 on 2016/08/30 by Max.Chen

	Sequencer: Fix crash when key area is null. Also, improved middle mouse drag to create a key mechanism so that the operation is done in one undoable transaction.

	#jira UE-32410

Change 3107350 on 2016/08/30 by Max.Chen

	Sequencer: Add option to refresh runtime instances immediately. This fixes a bug when setting keyframes with the key editors - if the instances aren't updated immediately, the wrong/stale value will get
keyed.

	#jira UE-35343

Change 3112245 on 2016/09/02 by Max.Preussner

	WmfMedia: Fixed WMV2 encoded videos are too bright (UE-35529)

	#jira UE-35529

Change 3112621 on 2016/09/02 by Max.Preussner

	Engine: Subtitle manager code & documentation cleanup pass

Change 3112712 on 2016/09/02 by Max.Preussner

	Matinee: Fixed incorrect subtitle timing & rendering when scrubbing (Github PR# 2591 & 2762)

	https://github.com/EpicGames/UnrealEngine/pull/2591
	https://github.com/EpicGames/UnrealEngine/pull/2762

	#jira UE-35536
	#jira UE-33002

Change 3113052 on 2016/09/03 by Max.Chen

	Cine Camera: Enable "Actor to Track" as a keyable property.

	#jira UE-33475

Change 3114912 on 2016/09/06 by Max.Preussner

	AvfMedia: Added missing supported file extensions (UE-35635)

	#jira UE-35635

Change 3114951 on 2016/09/06 by Max.Preussner

	AvfMedia: Added media source factory file extension descriptions (UE-35635)

	#jira UE-35635

Change 3115411 on 2016/09/07 by Max.Chen

	Sequencer: Fix properties not getting bound when converting from matinee to level sequence tracks.

	#jira UE-35107

Change 3115412 on 2016/09/07 by Max.Chen

	Editor: Add GEditor check - fix a crash when using sequence recorder with -game.

	#jira UE-35571

Change 3115413 on 2016/09/07 by Max.Chen

	Seqeuencer: Put the master sequence dialog's details views in a scrollbox to fix the hidden buttons.

	#jira UE-35508

Change 3116156 on 2016/09/07 by Max.Preussner

	MediaAssets: Fixed native player not being reused

	#jira UE-35656

Change 3116225 on 2016/09/07 by Max.Preussner

	MediaAssets: Hooking up caption sink in media player

[CL 3117035 by Max Chen in Main branch]
2016-09-07 20:49:08 -04:00

750 lines
30 KiB
INI

; -------------------------------------------------------------------------------------------------
; IMPORTANT: EditorPerProjectUserSettings.ini has special behavior!
;
; This .ini file contains the defaults for many editor and engine "preferences". These preferences
; are saved to an EditorPerProjectUserSettings.ini file in the user's /<Game>/Saved/Config/ directory.
;
; If you change the default for a preference in here, that change will *NOT* automatically
; propagate to users who already have saved preferences. The idea is that we must preserve
; their existing settings and never want to clobber entries in that file.
;
; If you add a new preference, the new key and value *WILL* be propagated to the user's
; EditorPerProjectUserSettings.ini file. After we load the user's existing settings, we'll merge in
; any missing keys and values that are present in these defaults.
;
; One easy technique for forcing a "reset" of an already-existing preference is to simply
; rename the variable for that preference. The config system will treat it as a newly-added
; key and will propagate the change to existing users' preferences.
; -------------------------------------------------------------------------------------------------
[/Script/UnrealEd.EditorPerProjectUserSettings]
; True if WASD keys should be remapped to flight controls while the right mouse button is held down
AllowFlightCameraToRemapKeys=True
; The Blutility shelf holds editor utility Blueprints. Summon from the Workspace menu.
bEnableEditorUtilityBlueprints=false
;If this is true, the user will not be asked to fully load a package before saving or before creating a new object
bSuppressFullyLoadPrompt=True
; True if user should be allowed to select translucent objects in perspective viewports
; NOTE: The reason we default this to true, even though it can be annoying, is that it can be a frustrating experience for new users to not be able to select a translucent object of interest, until they at least learn about this feature.
bAllowSelectTranslucent=True
; True if we should move actors to their appropriate grid volume levels immediately after most operations
bUpdateActorsInGridLevelsImmediately=False
; True if the memory/size data is displayed in the slate level browser
bDisplayMemorySizeDataInLevelBrowser=False
; When enabled, the application frame rate, memory, Unreal object count, as well as a debug console will be displayed in the main editor UI
bShowFrameRateAndMemory=False
; Lowers CPU usage when the editor is in the background and not the active application
bThrottleCPUWhenNotForeground=True
; True if we should automatically reimport animset assets when a change to source content is detected
bAutoReimportAnimSets=False
; Property Matrix
PropertyMatrix_NumberOfPasteOperationsBeforeWarning=20
; Blueprint Editor SCS Editor settings
bSCSEditorShowGrid=true
; Export
bKeepAttachHierarchy=true
FbxExportCompatibility=FBX_2013
; Misc
HoverHighlightIntensity=0.000000
bDisplayUIExtensionPoints=False
bUseCurvesForDistributions=False
bAutoloadCheckedOutPackages=False
bAutomaticallyHotReloadNewClasses=True
[/Script/EditorStyle.EditorStyleSettings]
; Applies a color vision deficiency filter to the entire editor
ColorVisionDeficiencyType=CVD_NormalVision
SelectionColor=(R=0.728f,G=0.364f,B=0.003f,A=1.000000)
PressedSelectionColor=(R=0.701f,G=0.225f,B=0.003f,A=1.000000)
InactiveSelectionColor=(R=0.25f,G=0.25f,B=0.25f,A=1.000000)
SelectorColor=(R=0.701f,G=0.225f,B=0.003f,A=1.000000)
; If true, all toolbars will use small icons without labels
bUseSmallToolBarIcons=False
; Enables animated transitions for certain menus and pop-up windows. Note that animations may be automatically disabled at low frame rates in order to improve responsiveness.
bEnableWindowAnimations=False
;If true, Variables names in the script editor are displayed in a sanitized format
bShowFriendlyNames=True
;If true, the Editor Preferences and Project Settings menu entries in the main menu will be expanded with sub-menus for each settings section
bExpandConfigurationMenus=False
bShowProjectMenus=True
bShowLaunchMenus=True
[/Script/Levels.LevelBrowserSettings]
; True if the actor count is displayed in the slate level browser
bDisplayActorCount=True
bDisplayLightmassSize=False
bDisplayFileSize=False
; True if Level Paths are displayed in the slate level browser
bDisplayPaths=False
bDisplayEditorOffset=False
[/Script/SceneOutliner.SceneOutlinerSettings]
; True when the Scene Outliner is hiding temporary/run-time Actors
bHideTemporaryActors=False
; True when the Scene Outliner is showing only Actors that exist in the current level
bShowOnlyActorsInCurrentLevel=False
; Scene Outliner Settings
bShowOnlySelectedActors=False
[/Script/UnrealEd.ContentBrowserSettings]
; The number of objects to load at once in the Content Browser before displaying a warning about loading many assets
NumObjectsToLoadBeforeWarning=20
; Whether to render thumbnails for loaded assets in real-time in the Content Browser
RealTimeThumbnails=True
; Whether to display folders in the assets view of the content browser. Note that this implies 'Show Only Assets in Selected Folders'.
DisplayFolders=True
; Whether to display the engine folders in the assets view of the content browser. Note that this implies 'Display Folders'.
DisplayEngineFolder=False
; Whether to display the developers folder in the path or assets view of the content browser
DisplayDevelopersFolder=False
; Whether to display the collections view in the Content Browser
DisplayCollections=False
[/Script/UnrealEd.DestructableMeshEditorSettings]
; Persona viewport default settings
AnimPreviewFloorColor=(B=6,G=24,R=43,A=255)
AnimPreviewSkyColor=(B=250,G=196,R=178,A=255)
AnimPreviewSkyBrightness=0.250000
AnimPreviewLightBrightness=1.000000
AnimPreviewLightingDirection=(Pitch=320.000000,Yaw=290.000000,Roll=0.000000)
AnimPreviewDirectionalColor=(B=253,G=253,R=253,A=255)
[/Script/UnrealEd.EditorExperimentalSettings]
; Epic Labs
bWorldBrowser=False
bBreakOnExceptions=False
bToolbarCustomization=False
bBehaviorTreeEditor=False
bEnableFindAndReplaceReferences =False
; Enables a preview of the Unreal Editor in VR. This adds a new tool bar button that allows you to toggle into "VR Mode" instantly. This feature is still in development, but your feedback is appreciated!
bEnableVREditing=false
; If true, wearing a Vive or Oculus Rift headset will automatically enter VR Editing mode if Enable VR Editing is true.
bEnableAutoVREditMode=true
[/Script/UnrealEd.EditorLoadingSavingSettings]
; True if we should automatically load a default level at start up
LoadLevelAtStartup=ProjectDefault
; True if we should automatically reimport textures when a change to source content is detected
bAutoReimportTextures=False
bAutoReimportCSV=False
; Whether to mark blueprints dirty if they are automatically migrated during loads
bDirtyMigratedBlueprints=False
; Whether to automatically save after a time interval
bAutoSaveEnable=True
; Whether to automatically save maps during an autosave
bAutoSaveMaps=True
; Whether to automatically save content packages during an autosave
bAutoSaveContent=True
; The time interval after which to save
AutoSaveTimeMinutes=10
; The number of seconds warning before an autosave
AutoSaveWarningInSeconds=10
; Add the game directory by default
+AutoReimportDirectorySettings=(SourceDirectory="/Game/",MountPoint=,Wildcards=((Wildcard="Localization/*")))
; Whether to automatically prompt for SCC checkout on asset modification
bPromptForCheckoutOnAssetModification=True
; Source control
bSCCAutoAddNewFiles=True
; Tool to use for diffing text
TextDiffToolPath=(FilePath="p4merge.exe")
[/Script/UnrealEd.LevelEditorMiscSettings]
; Auto apply lighting after it has been built
bAutoApplyLightingEnable=true
; If true, BSP will auto-update
bBSPAutoUpdate=True
; If true, the Pivot Offset for BSP will automatically move to stay centered on its vertices
bAutoMoveBSPPivotOffset=False
; If true, Navigation will auto-update
bNavigationAutoUpdate=True
; If true, Replaces respects the scale of the original actor. If false, Replace sets the scale to 1.0
bReplaceRespectsScale=True
; If true audio will continue to play when the editor does not have focus
bAllowBackgroundAudio=False
; If true audio will be enabled in the editor. Does not affect PIE
bEnableRealTimeAudio=False
; Volume level for the editor
EditorVolumeLevel=1.0
; Enables audio feedback for certain operations in Unreal Editor, such as entering and exiting Play mode
bEnableEditorSounds=True
; The default level streaming class to use when adding new streaming levels
DefaultLevelStreamingClass=Class'/Script/Engine.LevelStreamingKismet'
[/Script/UnrealEd.LevelEditorPlaySettings]
PlayFromHerePlayerStartClassName=/Script/Engine.PlayerStartPIE
EnableSound=true
NewWindowWidth=1280
NewWindowHeight=720
NewWindowPosition=(X=0,Y=0)
CenterNewWindow=True
StandaloneWindowWidth=1280
StandaloneWindowHeight=720
CenterStandaloneWindow=True
ShowMouseControlLabel=True
AutoRecompileBlueprints=True
; True if Play In Editor should only load currently-visible levels in PIE
bOnlyLoadVisibleLevelsInPIE=False
LastExecutedPlayModeLocation=PlayLocation_DefaultPlayerStart
LastExecutedPlayModeType=PlayMode_InViewPort
LastExecutedLaunchModeType=LaunchMode_OnDevice
LastExecutedLaunchPlatform=
; common screen resolutions for laptops
+LaptopScreenResolutions=(Description="Apple MacBook Air 11",Width=1366,Height=768,AspectRatio="16:9")
+LaptopScreenResolutions=(Description="Apple MacBook Air 13\"",Width=1440,Height=900,AspectRatio="16:10")
+LaptopScreenResolutions=(Description="Apple MacBook Pro 13\"",Width=1280,Height=800,AspectRatio="16:10")
+LaptopScreenResolutions=(Description="Apple MacBook Pro 13\" (Retina)",Width=2560,Height=1600,AspectRatio="16:10")
+LaptopScreenResolutions=(Description="Apple MacBook Pro 15\"",Width=1440,Height=900,AspectRatio="16:10")
+LaptopScreenResolutions=(Description="Apple MacBook Pro 15\" (Retina)",Width=2880,Height=1800,AspectRatio="16:10")
+LaptopScreenResolutions=(Description="Generic 14-15.6\" Notebook",Width=1366,Height=768,AspectRatio="16:9")
; common screen resolutions for desktop monitors
+MonitorScreenResolutions=(Description="19\" monitor",Width=1440,Height=900,AspectRatio="16:10")
+MonitorScreenResolutions=(Description="20\" monitor",Width=1600,Height=900,AspectRatio="16:9")
+MonitorScreenResolutions=(Description="22\" monitor",Width=1680,Height=1050,AspectRatio="16:10")
+MonitorScreenResolutions=(Description="21.5-24\" monitor",Width=1920,Height=1080,AspectRatio="16:9")
+MonitorScreenResolutions=(Description="27\" monitor",Width=2560,Height=1440,AspectRatio="16:9")
; common screen resolutions for mobile phones
+PhoneScreenResolutions=(Description="Apple iPhone 4, 4S, iTouch 4 (Portrait)",Width=640,Height=960,AspectRatio="2:3")
+PhoneScreenResolutions=(Description="Apple iPhone 4, 4S, iTouch 4 (Landscape)",Width=960,Height=640,AspectRatio="3:2")
+PhoneScreenResolutions=(Description="Apple iPhone 5, 5S, iTouch 5 (Portrait)",Width=640,Height=1136,AspectRatio="~9:16")
+PhoneScreenResolutions=(Description="Apple iPhone 5, 5S, iTouch 5 (Landscape)",Width=1136,Height=640,AspectRatio="~16:9")
+PhoneScreenResolutions=(Description="Apple iPhone 6 (Portrait)",Width=750,Height=1334,AspectRatio="16:9")
+PhoneScreenResolutions=(Description="Apple iPhone 6 (Landscape)",Width=1334,Height=750,AspectRatio="16:9")
+PhoneScreenResolutions=(Description="Apple iPhone 6+ (Portrait)",Width=1080,Height=1920,AspectRatio="16:9")
+PhoneScreenResolutions=(Description="Apple iPhone 6+ (Landscape)",Width=1920,Height=1080,AspectRatio="16:9")
+PhoneScreenResolutions=(Description="HTC One (Portrait)",Width=1080,Height=1920,AspectRatio="9:16")
+PhoneScreenResolutions=(Description="HTC One (Landscape)",Width=1920,Height=1080,AspectRatio="16:9")
+PhoneScreenResolutions=(Description="Samsung Galaxy S4 (Portrait)",Width=1080,Height=1920,AspectRatio="9:16")
+PhoneScreenResolutions=(Description="Samsung Galaxy S4 (Landscape)",Width=1920,Height=1080,AspectRatio="16:9")
; common screen resolutions for tablet devices
+TabletScreenResolutions=(Description="Apple iPad 2, iPad Mini (Portrait)",Width=768,Height=1024,AspectRatio="~3:4")
+TabletScreenResolutions=(Description="Apple iPad 2, iPad Mini (Landscape)",Width=1024,Height=768,AspectRatio="~4:3")
+TabletScreenResolutions=(Description="Apple iPad 3, 4, Air (Portrait)",Width=1536,Height=2048,AspectRatio="3:4")
+TabletScreenResolutions=(Description="Apple iPad 3, 4, Air (Landscape)",Width=2048,Height=1536,AspectRatio="4:3")
+TabletScreenResolutions=(Description="Microsoft Surface RT (Portrait)",Width=768,Height=1366,AspectRatio="9:16")
+TabletScreenResolutions=(Description="Microsoft Surface RT (Landscape)",Width=1366,Height=768,AspectRatio="16:9")
+TabletScreenResolutions=(Description="Microsoft Surface Pro (Portrait)",Width=1080,Height=1920,AspectRatio="9:16")
+TabletScreenResolutions=(Description="Microsoft Surface Pro (Landscape)",Width=1920,Height=1080,AspectRatio="16:9")
; common screen resolutions for television sets
+TelevisionScreenResolutions=(Description="720p (HDTV, Blu-ray)",Width=1280,Height=720,AspectRatio="16:9")
+TelevisionScreenResolutions=(Description="1080i, 1080p (HDTV, Blu-ray)",Width=1920,Height=1080,AspectRatio="16:9")
+TelevisionScreenResolutions=(Description="4K Ultra HD",Width=3840,Height=2160,AspectRatio="16:9")
+TelevisionScreenResolutions=(Description="4K Digital Cinema",Width=4096,Height=2160,AspectRatio="1.90:1")
[/Script/UnrealEd.LevelEditorViewportSettings]
; Use WASD flight camera controls by default
FlightCameraControlType=WASD_RMBOnly
; Ignore Ctrl key by default in the landscape/foliage editors
LandscapeEditorControlType=IgnoreCtrl
FoliageEditorControlType=IgnoreCtrl
; If true, moves the canvas and shows the mouse. If false, uses original camera movement
bPanMovesCanvas=True
; If true, zooms centering on the mouse position. If false, the zoom is around the center of the viewport
bCenterZoomAroundCursor=True
bAllowTranslateRotateZWidget=False
; If true, Clicking a BSP selects the brush and ctrl+shift+click selects the surface. If false, vice versa
bClickBSPSelectsBrush=True
;Mouse speed when dragging in viewport
CameraSpeed=4
;Mouse speed when using middle mouse scroll in viewport
MouseScrollCameraSpeed=5
MouseSensitivty=.2f
; Whether to use mouse position as direct widget position
bUseAbsoluteTranslation=True
bLevelStreamingVolumePrevis=False
bUseUE3OrbitControls=False
;Scroll gesture direction
ScrollGestureDirectionFor3DViewports=Standard
ScrollGestureDirectionForOrthoViewports=Standard
bUsePowerOf2SnapSize=False
; Enables joystick-based camera movement in 3D level editing viewports
bLevelEditorJoystickControls=True
.DecimalGridSizes=1
.DecimalGridSizes=5
.DecimalGridSizes=10
.DecimalGridSizes=50
.DecimalGridSizes=100
.DecimalGridSizes=500
.DecimalGridSizes=1000
.DecimalGridSizes=5000
.DecimalGridSizes=10000
.DecimalGridIntervals=10.000000
.DecimalGridIntervals=5.000000
.DecimalGridIntervals=10.000000
.DecimalGridIntervals=5.000000
.DecimalGridIntervals=10.000000
.DecimalGridIntervals=5.000000
.DecimalGridIntervals=10.000000
.DecimalGridIntervals=5.000000
.DecimalGridIntervals=10.000000
.Pow2GridSizes=1
.Pow2GridSizes=2
.Pow2GridSizes=4
.Pow2GridSizes=8
.Pow2GridSizes=16
.Pow2GridSizes=32
.Pow2GridSizes=64
.Pow2GridSizes=128
.Pow2GridSizes=256
.Pow2GridSizes=512
.Pow2GridSizes=1024
.Pow2GridSizes=2048
.Pow2GridSizes=4096
.Pow2GridSizes=8192
.Pow2GridIntervals=8
.CommonRotGridSizes=5
.CommonRotGridSizes=10
.CommonRotGridSizes=15
.CommonRotGridSizes=30
.CommonRotGridSizes=45
.CommonRotGridSizes=60
.CommonRotGridSizes=90
.CommonRotGridSizes=120
.DivisionsOf360RotGridSizes=2.8125
.DivisionsOf360RotGridSizes=5.625
.DivisionsOf360RotGridSizes=11.25
.DivisionsOf360RotGridSizes=22.5
.ScalingGridSizes=10
.ScalingGridSizes=1
.ScalingGridSizes=0.5
.ScalingGridSizes=0.25
.ScalingGridSizes=0.125
.ScalingGridSizes=0.0625
.ScalingGridSizes=0.03125
GridEnabled=True
RotGridEnabled=True
SnapScaleEnabled=True
bSnapNewObjectsToFloor=True
; If enabled, use the old-style multiplicative/percentage scaling method instead of the new additive/fraction method
bUsePercentageBasedScaling=False
; If true actor snap will be enabled in the editor
bEnableActorSnap=False
; Actor snap scale for the editor
ActorSnapScale=1.0
; Actor snap distance setting for the editor
ActorSnapDistance=100.0
bSnapVertices=False
SnapDistance=10.000000
CurrentPosGridSize=2
CurrentRotGridSize=1
CurrentScalingGridSize=3
CurrentRotGridMode=GridMode_Common
;default to maintaining fov along y-axis
AspectRatioAxisConstraint=AspectRatio_MaintainXFOV
; Enables real-time hover feedback when mousing over objects in editor viewports
bEnableViewportHoverFeedback=False
; If enabled, selected objects will be highlighted with brackets in all modes rather than a special highlight color.
bHighlightWithBrackets=False
; If true all orthographic viewports are linked to the same position and move together
bUseLinkedOrthographicViewports=True
; If true, objects must be entirely encompassed by the selection box in ortho. viewports to be selected
bStrictBoxSelection=False
; True if viewport box selection also selects occluded objects, false if only objects with visible pixels are selected
bTransparentBoxSelection=False
; If enabled, selected objects will have an outline around them
bUseSelectionOutline=True
; Sets the intensity of the overlay displayed when an object is selected (defaults to be 0 so you can see the material of selected objects)
SelectionHighlightIntensity=0.0
; Sets the intensity of the overlay displayed when a BSP surface is selected (defaults to be 0 so you can see the material of selected objects)
BSPSelectionHighlightIntensity=0.2
; Enables the editor perspective camera to be dropped at the last PlayInViewport cam position
bEnableViewportCameraToUpdateFromPIV=True
; When enabled, selecting a camera actor will display a live 'picture in picture' preview from the camera's perspective within the current editor viewport. This can be used to easily tweak camera positioning, post-processing and other settings without having to possess the camera itself. This feature may reduce application performance when enabled. */
bPreviewSelectedCameras=True
; Affects the size of 'picture in picture' previews if they are enabled
CameraPreviewSize=5.0
; This distance is used to place actors which are dropped on nothing in the viewport
BackgroundDropDistance=768
; When enabled, simple stats that are enabled in level viewports are preserved between editor sessions
bSaveSimpleStats=False
[ColorPickerUI]
bAdvancedSectionExpanded=False
bSRGBEnabled=True
bWheelMode=True
[Undo]
; Size of Undo buffer in MB. Bigger number allows more Undo history especially when working with Landscape
UndoBufferSize=32
[PropertySettings]
ShowFriendlyPropertyNames=True
ExpandDistributions=false
[MRU]
[/Script/UnrealEd.MaterialEditorOptions]
bShowGrid=True
bShowBackground=False
bHideUnusedConnectors=False
bRealtimeMaterialViewport=True
bRealtimeExpressionViewport=False
bAlwaysRefreshAllPreviews=False
bLivePreviewUpdate=True
[UnEdViewport]
InterpEdPanInvert=False
[FEditorModeTools]
ShowWidget=True
CoordSystem=0
UseAbsoluteTranslation=True
AllowTranslateRotateZWidget=False
[LightingBuildOptions]
OnlyBuildSelectedActors=false
OnlyBuildCurrentLevel=false
OnlyBuildChanged=false
BuildBSP=true
BuildActors=true
QualityLevel=0
NumUnusedLocalCores=1
ShowLightingBuildInfo=false
[MatineeCreateMovieOptions]
CloseEditor=false
CaptureResolutionIndex = 0;
CaptureResolutionFPS = 30;
CaptureTypeIndex = 0;
Compress=false
CinematicMode=true
DisableMovement=true
DisableTurning=true
HidePlayer=true
DisableInput=true
HideHUD=true
[Matinee]
Hide3DTracks=false
ZoomToScrubPos=false
ShowCurveEd=false
[/Script/UnrealEd.PhATSimOptions]
SkyBrightness=0.25
; for physical correct light computations we multiply diffuse and specular lights by PI (see LABEL_RealEnergy)
Brightness=3.1415926535897932
AngularSnap=15.0
LinearSnap=2.0
SimSpeed=1.0
bDrawContacts=false
FloorGap=25.0
GravScale=1.0
bPromptOnBoneDelete=true
PokeStrength=100.0
bShowNamesInHierarchy=true
PokePauseTime=0.5
PokeBlendTime=0.5
ConstraintDrawSize=0.01
[/Script/UnrealEd.CurveEdOptions]
MinViewRange=0.01
MaxViewRange=1000000.0
BackgroundColor=(R=0.23529412,G=0.23529412,B=0.23529412,A=1.0)
LabelColor=(R=0.4,G=0.4,B=0.4,A=1.0)
SelectedLabelColor=(R=0.6,G=0.4,B=0.1, A=1.0)
GridColor=(R=0.35,G=0.35,B=0.35,A=1.0)
GridTextColor=(R=0.78431373,G=0.78431373,B=0.78431373,A=1.0)
LabelBlockBkgColor=(R=0.25,G=0.25,B=0.25,A=1.0)
SelectedKeyColor=(R=1.0,G=1.0,B=0.0,A=1.0)
[/Script/UnrealEd.PersonaOptions]
bShowGrid=False
bHighlightOrigin=True
bShowSky=True
bShowFloor=True
GridSize=25
ViewModeType=2
ViewportBackgroundColor=(R=0.04,G=0.04,B=0.04)
ViewFOV=53.43
ShowMeshStats=1
[UnrealEd.UIEditorOptions]
WindowPosition=(X=256,Y=256,Width=1024,Height=768)
ViewportSashPosition=824
PropertyWindowSashPosition=568
ViewportGutterSize=0
VirtualSizeX=0
VirtualSizeY=0
bRenderViewportOutline=true
bRenderContainerOutline=true
bRenderSelectionOutline=true
bRenderSelectionHandles=true
bRenderPerWidgetSelectionOutline=true
GridSize=8
bSnapToGrid=true
mViewDrawGrid=true
bShowDockHandles=true
[/Script/UnrealEd.CascadeOptions]
bShowModuleDump=false
BackgroundColor=(B=25,G=20,R=20,A=0)
bUseSubMenus=true
bUseSpaceBarReset=false
bUseSpaceBarResetInLevel=true
Empty_Background=(B=25,G=20,R=20,A=0)
Emitter_Background=(B=25,G=20,R=20,A=0)
Emitter_Unselected=(B=0,G=100,R=255,A=0)
Emitter_Selected=(B=180,G=180,R=180,A=0)
ModuleColor_General_Unselected=(B=49,G=40,R=40,A=0)
ModuleColor_General_Selected=(B=0,G=100,R=255,A=0)
ModuleColor_TypeData_Unselected=(B=20,G=20,R=15,A=0)
ModuleColor_TypeData_Selected=(B=0,G=100,R=255,A=0)
ModuleColor_Beam_Unselected=(R=160,G=150,B=235)
ModuleColor_Beam_Selected=(R=255,G=100,B=0)
ModuleColor_Trail_Unselected=(R=130,G=235,B=170)
ModuleColor_Trail_Selected=(R=255,G=100,B=0)
ModuleColor_Spawn_Unselected=(R=200,G=100,B=100)
ModuleColor_Spawn_Selected=(R=255,G=50,B=50)
ModuleColor_Light_Unselected=(B=49,G=40,R=90)
ModuleColor_Light_Selected=(B=0,G=100,R=255)
ModuleColor_SubUV_Unselected=(B=49,G=90,R=40)
ModuleColor_SubUV_Selected=(B=100,G=200,R=50)
ModuleColor_Required_Unselected=(R=200,G=200,B=100)
ModuleColor_Required_Selected=(R=255,G=225,B=50)
ModuleColor_Event_Unselected=(R=64,G=64,B=255)
ModuleColor_Event_Selected=(R=0,G=0,B=255)
bShowGrid=false
GridColor_Hi=(R=0,G=100,B=255)
GridColor_Low=(R=0,G=100,B=255)
GridPerspectiveSize=1024
ShowPPFlags=0
bUseSlimCascadeDraw=true
SlimCascadeDrawHeight=24
bCenterCascadeModuleText=true
Cascade_MouseMoveThreshold=4
MotionModeRadius=150.0
[ContentBrowserFilter]
FavoriteTypes_1=Animation Sequence;Material Instances (Constant);Materials;Particle Systems;Skeletal Meshes;Sound Cues;Static Meshes;Textures;Blueprint
[FAutoPackageBackup]
Enabled=True
MaxAllowedSpaceInMB=250
BackupIntervalInMinutes=5
[/Script/UnrealEd.FbxImportUI]
bImportMaterials=True
bAutoCreateGroups=True
bInvertNormalMaps=False
bImportTextures=True
bOverrideFullName=True
bConvertScene=True
bRemoveNamespaces=True
bImportAnimations=False
bResampleAnimations=False
bImportRigidMesh=False
bCombineMeshes=True
bCreatePhysicsAsset=True
bImportMesh=True
[/Script/UnrealEd.FbxStaticMeshImportData]
bOneConvexHullPerUCX=True
bImportMeshLODs=False
NormalImportMethod=FBXNIM_ImportNormals
VertexColorImportOption=EVertexColorImportOption::Ignore
VertexOverrideColor=(R=255,G=255,B=255,A=255)
[/Script/UnrealEd.FbxSkeletalMeshImportData]
bPreserveSmoothingGroups=True
bImportMeshLODs=False
bImportMorphTargets=False
[/Script/UnrealEd.FbxTextureImportData]
[SoundSettings]
ChirpSoundClasses=Dialog DialogMedium DialogLoud DialogDeafening
BatchProcessMatureNodeSoundClasses=Dialog Chatter
[EditorPreviewMesh]
; Preview static meshes used in the editor.
PreviewMeshNames="/Engine/EditorMeshes/ColorCalibrator/SM_ColorCalibrator.SM_ColorCalibrator"
[EditorLayout]
SlateMainFrameLayout=""
[LandscapeEdit]
ToolStrength=0.300000
WeightTargetValue=1.000000
bUseWeightTargetValue=False
BrushRadius=2048.000000
BrushComponentSize=1
BrushFalloff=0.500000
bUseClayBrush=False
AlphaBrushScale=0.500000
AlphaBrushRotation=0.000000
AlphaBrushPanU=0.500000
AlphaBrushPanV=0.500000
AlphaTextureName=/Engine/EditorLandscapeResources/DefaultAlphaTexture.DefaultAlphaTexture
AlphaTextureChannel=0
FlattenMode=0
bUseSlopeFlatten=False
bPickValuePerApply=False
ErodeThresh=64
ErodeIterationNum=28
ErodeSurfaceThickness=256
ErosionNoiseMode=2
ErosionNoiseScale=60.000000
RainAmount=128
SedimentCapacity=0.300000
HErodeIterationNum=28
RainDistMode=0
RainDistScale=60.000000
HErosionDetailScale=0.010000
bHErosionDetailSmooth=True
NoiseMode=0
NoiseScale=128.000000
SmoothFilterKernelScale=1.000000
DetailScale=0.300000
bDetailSmooth=False
MaximumValueRadius=10000.000000
bSmoothGizmoBrush=True
PasteMode=0
ConvertMode=0
bApplyToAllTargets=True
[FoliageEdit]
Radius=512.000000
PaintDensity=0.500000
UnpaintDensity=0.000000
bFilterLandscape=True
bFilterStaticMesh=True
bFilterBSP=True
bFilterTranslucent=False
[MeshPaintEdit]
DefaultBrushRadius=128
[BlueprintSpawnNodes]
; Comment box is bound to C, but that is handled differently due to it needing to work without clicking
+Node=(Class=Actor:ReceiveBeginPlay Key=P Shift=false Ctrl=false Alt=false)
+Node=(Class="Do N" Key=N Shift=false Ctrl=false Alt=false)
+Node=(Class=KismetSystemLibrary:Delay Key=D Shift=false Ctrl=false Alt=false)
+Node=(Class=K2Node_IfThenElse Key=B Shift=false Ctrl=false Alt=false)
+Node=(Class=K2Node_ExecutionSequence Key=S Shift=false Ctrl=false Alt=false)
+Node=(Class=Gate Key=G Shift=false Ctrl=false Alt=false)
+Node=(Class=K2Node_MultiGate Key=M Shift=false Ctrl=false Alt=false)
+Node=(Class=ForEachLoop Key=F Shift=false Ctrl=false Alt=false)
+Node=(Class=DoOnce Key=O Shift=false Ctrl=false Alt=false)
+Node=(Class=KismetArrayLibrary:Array_Get Key=A Shift=false Ctrl=false Alt=false)
[DefaultEventNodes]
+Node=(TargetClass=Actor TargetEvent="ReceiveBeginPlay")
+Node=(TargetClass=Actor TargetEvent="ReceiveActorBeginOverlap")
+Node=(TargetClass=Actor TargetEvent="ReceiveTick")
+Node=(TargetClass=ActorComponent TargetEvent="ReceiveBeginPlay")
+Node=(TargetClass=ActorComponent TargetEvent="ReceiveTick")
+Node=(TargetClass=GameplayAbility TargetEvent="K2_ActivateAbility")
+Node=(TargetClass=GameplayAbility TargetEvent="K2_OnEndAbility")
+Node=(TargetClass=UserWidget TargetEvent="Construct")
+Node=(TargetClass=UserWidget TargetEvent="Tick")
+Node=(TargetClass=AnimInstance TargetEvent="BlueprintUpdateAnimation")
+Node=(TargetClass=FunctionalTest TargetEvent="ReceivePrepareTest")
+Node=(TargetClass=FunctionalTest TargetEvent="ReceiveStartTest")
+Node=(TargetClass=FunctionalTest TargetEvent="ReceiveTick")
[MaterialEditorSpawnNodes]
+Node=(Class=MaterialExpressionAdd Key=A Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionBumpOffset Key=B Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionDivide Key=D Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionPower Key=E Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionMaterialFunctionCall Key=F Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionIf Key=I Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionLinearInterpolate Key=L Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionMultiply Key=M Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionNormalize Key=N Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionOneMinus Key=O Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionPanner Key=P Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionReflectionVectorWS Key=R Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionScalarParameter Key=S Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionTextureSample Key=T Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionTextureCoordinate Key=U Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionVectorParameter Key=V Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionConstant Key=One Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionConstant2Vector Key=Two Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionConstant3Vector Key=Three Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionConstant4Vector Key=Four Shift=false Ctrl=false Alt=false)
[WidgetTemplatesExpanded]
Common=True
[LevelSequenceEditor SequencerSettings]
bKeyInterpPropertiesOnly=true
bShowRangeSlider=true
bKeepPlayRangeInSectionBounds=false
TimeSnapInterval=0.033334
ZeroPadFrames=4
bInfiniteKeyAreas=true
bAutoSetTrackDefaults=true
[/Script/LevelSequenceEditor.LevelSequenceEditorSettings]
+TrackSettings=(MatchingActorClass=/Script/Engine.StaticMeshActor,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTrack))
+TrackSettings=(MatchingActorClass=/Script/Engine.SkeletalMeshActor,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTrack,/Script/MovieSceneTracks.MovieSceneSkeletalAnimationTrack))
+TrackSettings=(MatchingActorClass=/Script/Engine.CameraActor,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTrack),DefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="FieldOfView")))
+TrackSettings=(MatchingActorClass=/Script/CinematicCamera.CineCameraActor,DefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="CurrentFocalLength"),(ComponentPath="CameraComponent",PropertyPath="FocusSettings.ManualFocusDistance"),(ComponentPath="CameraComponent",PropertyPath="CurrentAperture")),ExcludeDefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyPath="FieldOfView")))
+TrackSettings=(MatchingActorClass=/Script/Engine.Light,DefaultTracks=(None),DefaultPropertyTracks=((ComponentPath="LightComponent0",PropertyPath="Intensity"),(ComponentPath="LightComponent0",PropertyPath="LightColor")))
[/Script/MovieSceneTools.MovieSceneToolsProjectSettings]
+FbxSettings=(FbxPropertyName="FocalLength", PropertyPath=(ComponentName="CameraComponent",PropertyName="CurrentFocalLength"))