Files
UnrealEngineUWP/Engine/Config/BaseGame.ini
brian marshall1 0a9992c67d Adds Moderation Mesh scene, rather than sharing the level thumbnail one to allow future changes.
Removed the camera zero code from the thumbnail generator, as the camera is set by the scene now.
#FORT-578042
[FYI] Daniel.Lamb, Simon.Barrat
#preflight 6439507b8901e5ef9811c704

[CL 25049351 by brian marshall1 in ue5-main branch]
2023-04-14 16:37:08 -04:00

311 lines
12 KiB
INI

; This file defines the default engine settings for runtime game options
; These settings are overridden by a project's DefaultGame.ini file and per-platform overrides
; Most of these options can be set from Project Settings in the editor
[Internationalization]
; To add paths to use for localized game text, use the localization tools or add more lines like: +LocalizationPaths=%GAMEDIR%Content/Localization/SpecificConfiguration
; To map a culture code to a culture implemented in your game, add lines like: +CultureMappings="es-AR;es-419"
; To disable specific cultures (optionally in specific configurations), add lines like: +DisabledCultures="es-419;Shipping"
; To disable specific localization targets, add lines like +DisabledLocalizationTargets=LocalizedPluginName
+LocalizationPaths=%GAMEDIR%Content/Localization/Game
[DefaultPlayer]
Name=Player
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=32000
MaxDynamicBandwidth=7000
MinDynamicBandwidth=4000
MoveRepSize=42.0f
MAXPOSITIONERRORSQUARED=3.0f
MAXNEARZEROVELOCITYSQUARED=9.0f
CLIENTADJUSTUPDATECOST=180.0f
MAXCLIENTUPDATEINTERVAL=0.25f
MaxClientForcedUpdateDuration=1.0f
ServerForcedUpdateHitchThreshold=0.150f
ServerForcedUpdateHitchCooldown=0.100f
MaxMoveDeltaTime=0.125f
MaxClientSmoothingDeltaTime=0.50f
ClientNetSendMoveDeltaTime=0.0166
ClientNetSendMoveDeltaTimeThrottled=0.0222
ClientNetSendMoveDeltaTimeStationary=0.0166
ClientNetSendMoveThrottleAtNetSpeed=10000
ClientNetSendMoveThrottleOverPlayerCount=10
ClientAuthorativePosition=false
ClientErrorUpdateRateLimit=0.0f
bMovementTimeDiscrepancyDetection=false
bMovementTimeDiscrepancyResolution=false
MovementTimeDiscrepancyMaxTimeMargin=0.25f
MovementTimeDiscrepancyMinTimeMargin=-0.25f
MovementTimeDiscrepancyResolutionRate=1.0f
MovementTimeDiscrepancyDriftAllowance=0.0f
bMovementTimeDiscrepancyForceCorrectionsDuringResolution=false
bUseDistanceBasedRelevancy=true
[/Script/Party.Party]
DefaultMaxPartySize=5
[/Script/Party.SocialSettings]
!SocialPlatformDescriptions=ClearArray
+SocialPlatformDescriptions=(Name="AND", PlatformType="MOBILE", CrossplayPool="MOBILE")
+SocialPlatformDescriptions=(Name="IOS", PlatformType="MOBILE", CrossplayPool="MOBILE")
+SocialPlatformDescriptions=(Name="LNX", PlatformType="DESKTOP", CrossplayPool="DESKTOP")
+SocialPlatformDescriptions=(Name="MAC", PlatformType="DESKTOP", CrossplayPool="DESKTOP")
+SocialPlatformDescriptions=(Name="WIN", PlatformType="DESKTOP", CrossplayPool="DESKTOP")
+SocialPlatformDescriptions=(Name="PSN", PlatformType="CONSOLE", OnlineSubsystem="PS4", ExternalAccountType="psn", SessionType="PS4", CrossplayPool="psn")
+SocialPlatformDescriptions=(Name="SWT", PlatformType="CONSOLE", OnlineSubsystem="SWITCH", ExternalAccountType="nintendo", CrossplayPool="nintendo")
+SocialPlatformDescriptions=(Name="XBL", PlatformType="CONSOLE", OnlineSubsystem="LIVE", ExternalAccountType="xbl", SessionType="MPSD", CrossplayPool="xbl")
[/Script/Lobby.LobbyBeaconState]
WaitForPlayersTimeRemaining=20.0
[/Script/Engine.GameSession]
MaxPlayers=16
MaxSpectators=2
MaxSplitscreensPerConnection=4
bRequiresPushToTalk=true
[/Script/EngineSettings.GeneralProjectSettings]
CompanyName=
CompanyDistinguishedName=
CopyrightNotice=Fill out your copyright notice in the Description page of Project Settings.
Description=
LicensingTerms=
PrivacyPolicy=
ProjectName=
ProjectVersion=1.0.0.0
Homepage=
SupportContact=
MinWindowWidth=16
MinWindowHeight=16
[/Script/UnrealEd.ProjectPackagingSettings]
@EngineCustomBuilds=Name
@ProjectCustomBuilds=Name
BuildConfiguration=PPBC_Development
FullRebuild=False
UsePakFile=True
bUseIoStore=True
bCompressed=True
PackageCompressionFormat=Oodle
; default compression block size is 64 KB
;PackageAdditionalCompressionOptions=-compressionblocksize=256KB
PackageCompressionMethod=Kraken
PackageCompressionLevel_Distribution=7
PackageCompressionLevel_TestShipping=5
PackageCompressionLevel_DebugDevelopment=4
PackageCompressionMinBytesSaved=1024
PackageCompressionMinPercentSaved=5
bForceUseProjectCompressionFormatIgnoreHardwareOverride=False
bGenerateChunks=False
bChunkHardReferencesOnly=False
IncludePrerequisites=True
IncludeCrashReporter=False
InternationalizationPreset=English
+CulturesToStage=en
DefaultCulture=en
bSkipEditorContent=false
bSharedMaterialNativeLibraries=True
bShareMaterialShaderCode=True
bSkipMovies=False
bPakUsesSecondaryOrder=True
WriteBackMetadataToAssetRegistry=Disabled
+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.icu
+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.brk
+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.res
+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.nrm
+EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.cfu
+EarlyDownloaderPakFileFiles=...\Content\Localization\...\*.*
+EarlyDownloaderPakFileFiles=...\Content\Certificates\...\*.*
; have special cased game localization so that it's not required for early pak file
+EarlyDownloaderPakFileFiles=-...\Content\Localization\Game\...\*.*
+EarlyDownloaderPakFileFiles=...\Config\...\*.ini
+EarlyDownloaderPakFileFiles=...\Engine\GlobalShaderCache*.bin
+EarlyDownloaderPakFileFiles=...\Content\ShaderArchive-Global*.ushaderbytecode
+EarlyDownloaderPakFileFiles=...\Content\Slate\...\*.*
+EarlyDownloaderPakFileFiles=-...\Content\Slate\...\*.uasset
+EarlyDownloaderPakFileFiles=-...\Content\Slate\...\*.umap
+EarlyDownloaderPakFileFiles=...\*.upluginmanifest
+EarlyDownloaderPakFileFiles=...\*.uproject
+EarlyDownloaderPakFileFiles=...\global_sf*.metalmap
+IniKeyDenylist=KeyStorePassword
+IniKeyDenylist=KeyPassword
+IniKeyDenylist=rsa.privateexp
+IniKeyDenylist=rsa.modulus
+IniKeyDenylist=rsa.publicexp
+IniKeyDenylist=aes.key
+IniKeyDenylist=SigningPublicExponent
+IniKeyDenylist=SigningModulus
+IniKeyDenylist=SigningPrivateExponent
+IniKeyDenylist=EncryptionKey
+IniKeyDenylist=DevCenterUsername
+IniKeyDenylist=DevCenterPassword
+IniKeyDenylist=IOSTeamID
+IniKeyDenylist=SigningCertificate
+IniKeyDenylist=MobileProvision
+IniKeyDenylist=IniKeyDenylist
+IniKeyDenylist=IniSectionDenylist
+IniSectionDenylist=HordeStorageServers
+IniSectionDenylist=StorageServers
[/Script/DeveloperToolSettings.PlatformsMenuSettings]
StagingDirectory=(Path="")
LaunchOnTarget=
PerPlatformBuildConfig=()
PerPlatformTargetFlavorName=(("Android", "Android_ASTC"))
PerPlatformBuildTarget=()
[/Script/Engine.HUD]
DebugDisplay=AI
[/Script/Engine.PlayerController]
InputYawScale=2.5
InputPitchScale=-2.5
InputRollScale=1.0
ForceFeedbackScale=1.0
[/Script/Engine.DebugCameraController]
bShowSelectedInfo=true
[/Script/Engine.WorldSettings]
ChanceOfPhysicsChunkOverride=1.0
bEnableChanceOfPhysicsChunkOverride=false
DefaultAmbientZoneSettings=(bIsWorldSettings=true)
MinUndilatedFrameTime=0.0005 ; 2000 fps
MaxUndilatedFrameTime=0.4 ; 2.5 fps
MinGlobalTimeDilation=0.0001
MaxGlobalTimeDilation=20.0
[/Script/AIModule.AIPerceptionComponent]
HearingRange=768
SightRadius=3000
LoseSightRadius=3500
PeripheralVisionAngle=90
[/Script/AIModule.AISense_Hearing]
SpeedOfSoundSq=0
[/Script/AIModule.AISenseConfig_Hearing]
Implementation=Class'/Script/AIModule.AISense_Hearing'
HearingRange=768
DetectionByAffiliation=(bDetectEnemies=true)
[/Script/AIModule.AISenseConfig_Sight]
Implementation=Class'/Script/AIModule.AISense_Sight'
SightRadius=3000
LoseSightRadius=3500
PeripheralVisionAngleDegrees=90
DetectionByAffiliation=(bDetectEnemies=true)
AutoSuccessRangeFromLastSeenLocation=-1.f
[/Script/AIModule.AISenseConfig_Damage]
Implementation=Class'/Script/AIModule.AISense_Damage'
[/Script/AIModule.EnvQueryManager]
MaxAllowedTestingTime=0.01
bTestQueriesUsingBreadth=true
QueryCountWarningThreshold=0
QueryCountWarningInterval=30.0
[/Script/LiveLink.LiveLinkSettings]
FrameInterpolationProcessor=Class'/Script/LiveLink.LiveLinkBasicFrameInterpolationProcessor'
+DefaultRoleSettings=(Role=Class'/Script/LiveLink.LiveLinkAnimationRole', FrameInterpolationProcessor=Class'/Script/LiveLink.LiveLinkAnimationFrameInterpolationProcessor')
[/Script/Engine.AssetManagerSettings]
@PrimaryAssetTypesToScan=PrimaryAssetType
+PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
+PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
[ShaderPipelineCache.CacheFile]
; Games can configure the shader pipeline cache by adding options described in ShaderPipelineCache.h to DefaultGame.ini
[Staging]
; Games can set options used during the Staging process by adding lines in this section to DefaultGame.ini or platform-specific ini files
; These are examples, the full list is described in DeploymentContext.cs:
; +RemapDirectories=(From="Engine/Platforms/SecretPlatform/SpecificPlugin", To="Engine/Plugins/SpecificPlugin")
; +AllowedDirectories=GameName/SuspiciousFolderName
; +DisallowedConfigFiles=GameName/Config/EditorOnlySystem.ini
; +AllowedConfigFiles=GameName/Config/SuspiciouslyNamedSystem.ini
; +DisallowedLocalizationTargets=Engine
[CookedEditorSettings]
+EngineAssetPaths="/Engine"
+ProjectAssetPaths="/Game"
+ProjectAssetPaths="/ValkyrieFortnite/Moderation/"
+DisallowedObjectClassesToLoad="/Script/Engine.Blueprint"
+DisallowedObjectClassesToLoad="/Script/Engine.AssetImportData"
+DisallowedAssetClassesToGather="/Script/Engine.World"
+DisallowedPathsToGather="/Game/Developers"
;+EngineSpecificAssetsToCook="/Engine/Maps/Templates/Template_Default.umap"
+EngineExtraStageFiles=(Path="Config", Files="*Editor*")
+EngineExtraStageFiles=(Path="Config", Files="*Lightmass*")
+EngineExtraStageFiles=(Path="Content/Slate")
+EngineExtraStageFiles=(Path="Content/Splash")
+EngineExtraStageFiles=(Path="Content/EngineMaterials")
+EngineExtraStageFiles=(Path="Content/EditorResources")
+EngineExtraStageFiles=(Path="Content/EngineFonts")
+EngineExtraStageFiles=(Path="Content/Maps/Templates")
+EngineExtraStageFiles=(Path="Build", Files="Build.version", Recursive=false, NonUFS=true)
+EngineExtraStageFiles=(Path="Source/ThirdParty/Licenses")
; default directories to stage
bStageShaderDirs=true
bStagePlatformBuildDirs=false
bStageExtrasDirs=false
bStagePlatformDirs=true
bStageUAT=true
bIsForExternalDistribution=false
; this won't compile in monolithic editor without forcing ANSI allocator
+DisabledPlugins=USDStageEditor
+DisabledPlugins=USDImporter
; settings related to building the cooked editor against an existing release, as a DLC plugin
bBuildAgainstRelease=false
; this is a shared empty plugin used solely to trigger DLC cooking mode (only used if bBuildAgainstRelease is true)
DLCPluginName=MakeCookedEditorAsDLC
; if empty, default to game name
ReleaseName=
; set to the type of release, either Game or Client
ReleaseTargetType=Game
[CookedEditorSettings_CookedEditor]
; cooked maps don't work correctly in the editor now, so stage them uncooked
MapMode=Uncooked
; currently don't work well with cooked content
+DisabledPlugins=GeometryMode
+DisabledPlugins=Volumetrics
+DisabledPlugins=AssetSearch
; various plugins that cause issues in cooked/shipping editors (unknown reasons for now)
+DisabledPlugins=BPEditorExtension
+DisabledPlugins=ObjectBrowser
; stuff that doesn't work well or is not needed in shipping
+DisabledPlugins=FunctionalTestingEditor
+DisabledPlugins=RuntimeTests
+DisabledPlugins=EditorTests
+DisabledPluginsInShipping=GameplayInsights
+DisabledPluginsInShipping=TraceSourceFilters
; stage extra Slate content
+EngineExtraStageFiles=(Path="Content/Editor/Slate")
+ProjectExtraStageFiles=(Path="Content/Editor/Slate")
[CookedEditorSettings_CookedCooker]
; cooked cookers don't edit maps, so we can use cooked ones
MapMode=Cooked
; stage all non-NDAd platgform configs, and editor configs
+EngineExtraStageFiles=(Path="Config")
+ProjectExtraStageFiles=(Path="Config")
; stage linux batch files as we now run UAT via RunUAT.sh which calls into some linux specific batches in a sub-folder
+EngineExtraStageFiles=(Path="Build/BatchFiles", Recursive=true, NonUFS=true)
+EngineExtraStageFiles=(Path="Build/BatchFiles/Linux", Recursive=true, NonUFS=true)