Files
UnrealEngineUWP/Engine/Config/IOS/IOSEngine.ini
charles bloom 51a5e3e5a9 fix Platform Texture name remaps should be done before Conditional Prefix
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]
2023-02-27 14:02:31 -05:00

93 lines
2.9 KiB
INI

[/Script/Engine.Engine]
; DefaultBloomKernel is not used on mobile
DefaultBloomKernelTextureName=/Engine/EngineResources/DefaultTexture.DefaultTexture
; Default film grain is not used on mobile
DefaultFilmGrainTextureName=""
[/Script/Engine.GarbageCollectionSettings]
gc.MaxObjectsInGame=131072
[PlatformCrypto]
PlatformRequiresDataCrypto=True
PakSigningRequired=False
[Audio]
AudioDeviceModuleName=IOSAudio
;Uncomment below and comment out above line to enable new audio mixer
;AudioDeviceModuleName=AudioMixerAudioUnit
; Defining below allows switching to audio mixer using -audiomixer commandline
AudioMixerModuleName=AudioMixerAudioUnit
; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels.
UseAudioMixer=true
PlatformHeadroomDB=-6
PlatformFormat=ADPCM
PlatformStreamingFormat=ADPCM
[PlatformMemoryBuckets]
DefaultMemoryBucket_MinGB=4
SmallerMemoryBucket_MinGB=3
SmallestMemoryBucket_MinGB=2
[Advertising]
DefaultProviderName=IOSAdvertising
[DeviceProfileManager]
DeviceProfileSelectionModule="IOSDeviceProfileSelector"
[SlateRenderer]
NumPreallocatedVertices=200
[LocalNotification]
DefaultPlatformService=IOSLocalNotification
[ConsoleVariables]
Slate.CacheRenderData=0
r.HairStrands.Simulation=0
r.HairStrands.Strands=0
r.HairStrands.Binding=0
[TextureStreaming]
; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming)
PoolSizeVRAMPercentage=70
[MemoryMappedFiles]
MasterEnable=true
Alignment=16384
[BackgroundHttp.iOSSettings]
;While the app is in the forground, time out if we don't get a response in this timeframe
ActiveReceiveTimeout=30
;While the app is in the background, time out if we don't get a response in this timeframe
BackgroundReceiveTimeout=120
;Regardless of app state, if the download hasn't finished in this long, time out
BackgroundHttpResourceTimeout=3600
;If retry data exists for a task, how many times we should try using the Retry data before moving onto a different CDN. ( -1 = unlimited )
RetryResumeDataLimit=3;
[Plugins]
+EnabledPlugins=Crashlytics
[SystemSettings]
; iOS should always have IPv6 support on
net.DisableIPv6=0
;Perplatform to PerQualityLevel conversion mapping for platform groups
QualityLevelMapping="low"
;Manual range settings for Niagara quality levels. Simplifies handling of device profiles/fragments and what quality levels they can set.
;Please ensure device profiles or fragments for this platform do not set fx.Niagara.QualityLevel values outside of this range
fx.Niagara.QualityLevel.Min=0
fx.Niagara.QualityLevel.Max=1
[/Script/Engine.RendererSettings]
r.DistanceFields=0
r.TemporalAA.Mobile.UseCompute=0
[AlternateTextureCompression]
;disabling TextureCompressionFormat for Android/IOS no longer needed
;TextureCompressionFormat=""
;TextureFormatPrefix=""