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https://github.com/izzy2lost/UnrealEngineUWP.git
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this way having the OODLE_ or TFO_ prefix enabled doesn't break ETC or ASTC remaps in the platform fix TextureFormatRemovePrefixFromName incorrectly assuming format names don't have underscores in them Platform remap config no longer needs prefixed versions this also turns on Oodle for Android DXT flavor #preflight https://horde.devtools.epicgames.com/job/63fcf77960163ed3c2494e6e #rb dan.thompson #jira none [CL 24428598 by charles bloom in ue5-main branch]
93 lines
2.9 KiB
INI
93 lines
2.9 KiB
INI
[/Script/Engine.Engine]
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; DefaultBloomKernel is not used on mobile
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DefaultBloomKernelTextureName=/Engine/EngineResources/DefaultTexture.DefaultTexture
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; Default film grain is not used on mobile
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DefaultFilmGrainTextureName=""
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[/Script/Engine.GarbageCollectionSettings]
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gc.MaxObjectsInGame=131072
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[PlatformCrypto]
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PlatformRequiresDataCrypto=True
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PakSigningRequired=False
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[Audio]
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AudioDeviceModuleName=IOSAudio
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;Uncomment below and comment out above line to enable new audio mixer
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;AudioDeviceModuleName=AudioMixerAudioUnit
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; Defining below allows switching to audio mixer using -audiomixer commandline
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AudioMixerModuleName=AudioMixerAudioUnit
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; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
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UseAudioMixer=true
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PlatformHeadroomDB=-6
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PlatformFormat=ADPCM
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PlatformStreamingFormat=ADPCM
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[PlatformMemoryBuckets]
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DefaultMemoryBucket_MinGB=4
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SmallerMemoryBucket_MinGB=3
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SmallestMemoryBucket_MinGB=2
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[Advertising]
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DefaultProviderName=IOSAdvertising
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[DeviceProfileManager]
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DeviceProfileSelectionModule="IOSDeviceProfileSelector"
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[SlateRenderer]
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NumPreallocatedVertices=200
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[LocalNotification]
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DefaultPlatformService=IOSLocalNotification
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[ConsoleVariables]
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Slate.CacheRenderData=0
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r.HairStrands.Simulation=0
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r.HairStrands.Strands=0
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r.HairStrands.Binding=0
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[TextureStreaming]
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; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming)
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PoolSizeVRAMPercentage=70
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[MemoryMappedFiles]
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MasterEnable=true
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Alignment=16384
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[BackgroundHttp.iOSSettings]
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;While the app is in the forground, time out if we don't get a response in this timeframe
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ActiveReceiveTimeout=30
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;While the app is in the background, time out if we don't get a response in this timeframe
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BackgroundReceiveTimeout=120
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;Regardless of app state, if the download hasn't finished in this long, time out
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BackgroundHttpResourceTimeout=3600
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;If retry data exists for a task, how many times we should try using the Retry data before moving onto a different CDN. ( -1 = unlimited )
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RetryResumeDataLimit=3;
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[Plugins]
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+EnabledPlugins=Crashlytics
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[SystemSettings]
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; iOS should always have IPv6 support on
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net.DisableIPv6=0
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;Perplatform to PerQualityLevel conversion mapping for platform groups
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QualityLevelMapping="low"
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;Manual range settings for Niagara quality levels. Simplifies handling of device profiles/fragments and what quality levels they can set.
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;Please ensure device profiles or fragments for this platform do not set fx.Niagara.QualityLevel values outside of this range
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fx.Niagara.QualityLevel.Min=0
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fx.Niagara.QualityLevel.Max=1
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[/Script/Engine.RendererSettings]
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r.DistanceFields=0
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r.TemporalAA.Mobile.UseCompute=0
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[AlternateTextureCompression]
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;disabling TextureCompressionFormat for Android/IOS no longer needed
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;TextureCompressionFormat=""
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;TextureFormatPrefix=""
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