Files
UnrealEngineUWP/Engine/Config/BaseEditorPerProjectUserSettings.ini
Matt Kuhlenschmidt 67a0d73fa0 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391)
#lockdown Nick.Penwarden
#rb none

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

Change 3051464 on 2016/07/15 by Nick.Darnell

	Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map.  Some UI improvements, easier access to the automation system.  Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines.

Change 3051465 on 2016/07/15 by Nick.Darnell

	Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions.

Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt

	Fixed material editor viewport messages being blocked by viewport toolbar

Change 3052025 on 2016/07/15 by Nick.Darnell

	Moving the placement mode hooks out of functional testing module, moving them into the editor automation module.

Change 3053508 on 2016/07/18 by Stephan.Jiang

	Copy,Cut,Paste tracks, not for mastertracks yet.

	#UE-31808

Change 3054723 on 2016/07/18 by Stephan.Jiang

	Small fixes for typo & comments

Change 3055996 on 2016/07/19 by Trung.Le

	PIE: No longer auto resume game in PIE on focus received

Change 3056106 on 2016/07/19 by Trung.Le

	Back out changelist 3055996. Build break.

Change 3056108 on 2016/07/19 by Stephan.Jiang

	Updating "SoundConcurrency" asseticon

Change 3056389 on 2016/07/19 by Trung.Le

	PIE: No longer auto resume game in PIE on focus received
	#jira UE-33339

Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt

	More perf selection improvements:
	- Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path

Change 3056758 on 2016/07/19 by Stephan.Jiang

	Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer.

Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt

	Another fix for selecting lots of objects taking forever.  This one is due to repeated Modify calls if there are groups in the selection.  Each group actor selected iterates through each object selected during USelection::Modify!

Change 3057635 on 2016/07/20 by Stephan.Jiang

	Updating visual logger icon UI

Change 3057645 on 2016/07/20 by Richard.TalbotWatkin

	Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
	#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server

Change 3057868 on 2016/07/20 by Richard.TalbotWatkin

	Spline component improvements, both tools and runtime:

	- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.

	- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.

	- Added a custom version for SplineComponent and provded serialization fixes.

	- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.

	- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.

	- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0.  Now any SplineComponent key can be set.  The details customization enforces that the sequence remains strictly ascending.

	- Allowed an explicit loop point to be specified for closed splines.

	- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.

	- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.

	- Fixed the logic which determines whether the UCS has modified the spline curves.

	- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.

	- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.

	- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.

	#jira UETOOL-766 - Spline tool improvements
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
	#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
	#jira UE-13082 - Users would like a snapping feature for splines
	#jira UE-13568 - Additional Spline Component Functionality
	#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.

Change 3057895 on 2016/07/20 by Richard.TalbotWatkin

	Mesh paint bugfixes and improvements.

	Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched.  Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.

	This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.

	#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
	#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
	#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
	#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting

Change 3057966 on 2016/07/20 by Richard.TalbotWatkin

	Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API.
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport

Change 3058009 on 2016/07/20 by Richard.TalbotWatkin

	Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868.

Change 3058047 on 2016/07/20 by Stephan.Jiang

	Fixing error on previous CL: 3056758
	(extra qualification)

Change 3058266 on 2016/07/20 by Nick.Darnell

	Automation - Work continues on automation integrating some ideas form a licensee.  Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things.  The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor.

Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt

	PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran)

Change 3059214 on 2016/07/21 by Richard.TalbotWatkin

	Further fixes to visualizers following Component Visualizer API change.

Change 3059260 on 2016/07/21 by Richard.TalbotWatkin

	Template specialization not allowed in class scope, but Visual Studio allows it anyway.  Fixed for clang.

Change 3059543 on 2016/07/21 by Stephan.Jiang

	Changeing level details icon

Change 3059732 on 2016/07/21 by Stephan.Jiang

	Directional Light icon update

Change 3060095 on 2016/07/21 by Stephan.Jiang

	Directional Light editor icon asset changed

Change 3060129 on 2016/07/21 by Nick.Darnell

	Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes.  This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance.

Change 3061735 on 2016/07/22 by Stephan.Jiang

	Improve UMG replace with in HierarchyView function

	#UE-33582

Change 3062059 on 2016/07/22 by Stephan.Jiang

	Strip off "b" in propertyname in replace with function for tracks.

Change 3062146 on 2016/07/22 by Stephan.Jiang

	checkin with CL: 3061735

Change 3062182 on 2016/07/22 by Stephan.Jiang

	Change both animation bindings' widget name when renameing the widget so the slot content is still valid

Change 3062257 on 2016/07/22 by Stephan.Jiang

	comments

Change 3062381 on 2016/07/22 by Nick.Darnell

	Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build.

Change 3062924 on 2016/07/25 by Chris.Wood

	Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories.

	This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570

Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt

	PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant)

Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt

	PR #2619: added a search box to ModuleUI (Contributed by straymist)

Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt

	Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages.

	https://jira.ol.epicgames.net/browse/UE-33651
	#jira UE-33651

Change 3063091 on 2016/07/25 by Alex.Delesky

	#jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber.

Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt

	Selection Perf:
	- Fix large FName creation time when selecting thousands of objects

Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt

	Selection Perf:
	- Modified how USelection stores classes.  Classes are now in a  TSet and can be accessed efficiently using IsClassSelected.  The old unused way of checking if a selection has a class by iterating through them is deprecated
	- USelection no longer directly checks if an item is already selected with a costly n^2 search.  The check is done by using the already existing UObject selected annotation
	- Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels.  This is now left up to the caller to avoid
	- Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached.  If a read address list is not passed in we'll not attempt to the work to populate it
	- Removed expensive checking for brush actors when any actor is selected

Change 3063749 on 2016/07/25 by Stephan.Jiang

	Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename()

	#jira UE-33711

Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3064612 on 2016/07/26 by Alex.Delesky

	#jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset.

Change 3064647 on 2016/07/26 by Alexis.Matte

	#jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file.

Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt

	Fixed typo

Change 3064795 on 2016/07/26 by Jamie.Dale

	Fixed typo in FLocalizationModule::GetLocalizationTargetByName

	#jira UE-32961

Change 3066461 on 2016/07/27 by Jamie.Dale

	Enabled stable localization keys

Change 3066463 on 2016/07/27 by Jamie.Dale

	Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes

Change 3066467 on 2016/07/27 by Jamie.Dale

	Updated internationalization archives to store translations per-identity

	This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text.

	Major changes:
	 - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper.
	 - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static.
	 - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig.
	 - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now).
	 - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead.

	Workflow changes:
	 - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed).
	 - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data.
	 - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated.
	 - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file).

	Format changes:
	 - The archive version was bumped to 2.
	 - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version.

	#jira UETOOL-897
	#jira UETOOL-898
	#jira UE-29481

Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt

	Attempt to fix linux compilation

Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt

	Fixed data tables with structs crashing due to recent editor selection optimizations

Change 3066886 on 2016/07/27 by Jamie.Dale

	Added required data to accurately detect TZ (needed for DST)

	#jira UE-28511

Change 3067122 on 2016/07/27 by Jamie.Dale

	Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone).

	Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display.

Change 3067227 on 2016/07/27 by Jamie.Dale

	Added a test to verify that the ICU timezone is set correctly to produce local time (including DST)

Change 3067313 on 2016/07/27 by Richard.TalbotWatkin

	Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values.
	#jira UE-33669 - Crash in Dev-Editor

Change 3067736 on 2016/07/27 by Stephan.Jiang

	Border changes for experimental classes warning

Change 3067769 on 2016/07/27 by Stephan.Jiang

	HERE BE DRAGONS

	for experimental class warning

	#UE-33780

Change 3068192 on 2016/07/28 by Alexis.Matte

	#jira UE-33586 make sure we remove any false warning when running fbx automation test.

Change 3068264 on 2016/07/28 by Jamie.Dale

	Removed some code that was no longer needed and could cause a crash

	#jira UE-33342

Change 3068293 on 2016/07/28 by Alex.Delesky

	#jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them.

Change 3068481 on 2016/07/28 by Stephan.Jiang

	Adding Options to show/hide soft & hard references & dependencies in References Viewer

	#jira UE-33746

Change 3068585 on 2016/07/28 by Richard.TalbotWatkin

	Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.

Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt

	Fixed some issues with the selected classes not updating when objects are deselected

Change 3069335 on 2016/07/28 by Jamie.Dale

	Fixed unintended error when trying to load a manifest/archive that didn't exist
	Fixed a warning when trying to load a PO file that didn't exist

Change 3069408 on 2016/07/28 by Alex.Delesky

	#jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well.

Change 3069878 on 2016/07/29 by Jamie.Dale

	Fixed include casing

	#jira UE-33910

Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt

	PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary)

Change 3071813 on 2016/08/01 by Jamie.Dale

	Fixed include casing

	#jira UE-33936

Change 3072043 on 2016/08/01 by Jamie.Dale

	Fixed FText formatting of pre-Gregorian dates

	We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates.

	#jira UE-14504

Change 3072066 on 2016/08/01 by Jamie.Dale

	PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist)

Change 3072149 on 2016/08/01 by Jamie.Dale

	We no longer use the editor culture when running with -game

Change 3072169 on 2016/08/01 by Richard.TalbotWatkin

	A couple of changes to the BSP code:
	* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it.  This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
	* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations.  This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.

	#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
	#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume

Change 3072221 on 2016/08/01 by Jamie.Dale

	Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor

	#jira UE-33001

Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt

	Added ability to vsync the editor.  Disabled by default.  Set r.VSyncEditor to 1 to enable it.

	Reimplemented this change from the siggraph demo stream

Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt

	Removed unused code as suggested by a pull request

Change 3073750 on 2016/08/02 by Richard.TalbotWatkin

	Fixed formatting (broken in CL 3057895) in anticipation of merge from Main.

Change 3073789 on 2016/08/02 by Jamie.Dale

	Added a way to mark text in text properties as culture invariant

	This allows you to flag properties containing text that doesn't need to be gathered.

	#jira UE-33713

Change 3073825 on 2016/08/02 by Stephan.Jiang

	Material Editor: Highligh all Nodes connect to an input.

	#jira UE-32502

Change 3073947 on 2016/08/02 by Stephan.Jiang

	UMG Project settings to show/hide different classes and categories in Palette view.

	--under Project Settings ->Editor->UMG Editor

Change 3074012 on 2016/08/02 by Stephan.Jiang

	Minor changes and comments for CL: 3073947

Change 3074029 on 2016/08/02 by Jamie.Dale

	Deleting folders in the Content Browser now removes the folder from disk

	#jira UE-24303

Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt

	Added missing stats to track pooled vertex and index buffer cpu memory
	A new slate allocator was added to track memory usage for this case.

Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt

	Renamed a few slate stats for consistency

Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt

	Moved geometry cache asset type to the animation category.  It is not a basic asset type

Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt

	Fix a few padding and sizing issues

Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt

	Settings UI improvements
	* Added the ability to search through all settings at once
	* Settings files which are not checked out are no longer grayed out.  The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly

	-------
	* This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class.  This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel.
	*  Each top level object in a details panel will get their own customization instance.  This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class.
	*Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel.

Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt

	Removed FBX scene as a top level option in asset filter menu in the content browser.

Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt

	Mac warning fix

Change 3075603 on 2016/08/03 by Nick.Darnell

	Adding two new plugins to engine, one for editor and one for runtime based testing.  Currently the only consumer of these plugins is going to be the EngineTest project.

Change 3075605 on 2016/08/03 by Nick.Darnell

	Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser.

Change 3076084 on 2016/08/03 by Jamie.Dale

	Added basic support for localizing plugins

	You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually.

	You need to define the localization targets your plugin uses in its .uplugin file, eg)

		"LocalizationTargets": [
			{
				"Name": "Paper2D",
				"LoadingPolicy": "Always"
			}
		]

	"Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config.

	"LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor).

	UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory).

	UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project.

	#jira UE-4217

Change 3076123 on 2016/08/03 by Stephan.Jiang

	Extend "Select all input nodes" function to general blueprint editor

Change 3077103 on 2016/08/04 by Jamie.Dale

	Added support for underlined text rendering (including with drop-shadows)

	FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness.

	FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline).

	This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight.

Change 3077842 on 2016/08/04 by Jamie.Dale

	Fixed fallout from API changes

Change 3077999 on 2016/08/04 by Jamie.Dale

	Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading

	This prevents it being incorrectly set by other operations, such as counting memory used by font data.

	#jira UE-34252

Change 3078000 on 2016/08/04 by Trung.Le

	Categories VREditor-specific UMG widget assets as "VR Editor"
	#jira UE-34134

Change 3078056 on 2016/08/04 by Nick.Darnell

	Build - Fixing a mac compiler warning, reodering constructor initializers.

Change 3078813 on 2016/08/05 by Nick.Darnell

	Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests.

Change 3078818 on 2016/08/05 by Nick.Darnell

	Additional rename and cleanup associated with test moving.

Change 3078819 on 2016/08/05 by Nick.Darnell

	Removing the Oculus performance automation test, not running, and was unclaimed.

Change 3078842 on 2016/08/05 by Nick.Darnell

	Continued reorganizing tests.

Change 3078897 on 2016/08/05 by Nick.Darnell

	Additional changes to get some moved tests compiling

Change 3079157 on 2016/08/05 by Nick.Darnell

	Making it possible to browse provider names thorugh the source control module interface.

Change 3079176 on 2016/08/05 by Stephan.Jiang

	Add shortcut Ctrl+Shift+Space to rotate through different viewport options

	#jira UE-34140

Change 3079208 on 2016/08/05 by Stephan.Jiang

	Fix new animation name check in UMG

Change 3079278 on 2016/08/05 by Nick.Darnell

	Fixing the build

Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3081155 on 2016/08/08 by Nick.Darnell

	Fixing some issues with the editor tests / runtime tests under certain build configs.

Change 3081243 on 2016/08/08 by Stephan.Jiang

	Add gesture in LevelViewport to switch between Top/Bottom...etc.

Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt

	Work around animations not playing in paragon due to bsp rebuilds (UE-34391)

Change 3082254 on 2016/08/09 by Stephan.Jiang

	DragTool_ViewportChange init changes

[CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00

747 lines
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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
bEnableWidgetVisualDiff=False
bEnableAnimVisualDiff=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
[/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")))