A modded EditSaber for making beat saber maps.
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  1. [URL]
  2. GameName=MediocreMapper
  3. [Audio]
  4. UnfocusedVolumeMultiplier=1.0
  5. [/Script/EngineSettings.GameMapsSettings]
  6. EditorStartupMap=/Game/Levels/Level_Startup.Level_Startup
  7. GameDefaultMap=/Game/Levels/Level_Startup.Level_Startup
  8. GlobalDefaultGameMode=/Game/Blueprints/BPGM_editor.BPGM_editor_C
  9. GlobalDefaultServerGameMode=/Game/Blueprints/BPGM_editor.BPGM_editor_C
  10. GameInstanceClass=/Game/Blueprints/BPGI_editor.BPGI_editor_C
  11. [/Script/Engine.RendererSettings]
  12. r.MobileHDR=True
  13. r.Mobile.DisableVertexFog=True
  14. r.Shadow.CSM.MaxMobileCascades=1
  15. r.MobileMSAA=1
  16. r.DiscardUnusedQuality=False
  17. r.AllowOcclusionQueries=True
  18. r.MinScreenRadiusForLights=0.030000
  19. r.MinScreenRadiusForDepthPrepass=0.030000
  20. r.MinScreenRadiusForCSMDepth=0.010000
  21. r.PrecomputedVisibilityWarning=False
  22. r.TextureStreaming=True
  23. Compat.UseDXT5NormalMaps=False
  24. r.ClearCoatNormal=False
  25. r.ReflectionCaptureResolution=64
  26. r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True
  27. r.ForwardShading=True
  28. r.VertexFoggingForOpaque=True
  29. r.AllowStaticLighting=False
  30. r.NormalMapsForStaticLighting=False
  31. r.GenerateMeshDistanceFields=False
  32. r.DistanceFieldBuild.EightBit=False
  33. r.GenerateLandscapeGIData=False
  34. r.DistanceFieldBuild.Compress=False
  35. r.TessellationAdaptivePixelsPerTriangle=48.000000
  36. r.SeparateTranslucency=True
  37. r.TranslucentSortPolicy=0
  38. TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
  39. r.CustomDepth=3
  40. r.CustomDepthTemporalAAJitter=False
  41. r.PostProcessing.PropagateAlpha=False
  42. r.UsePreExposure=False
  43. r.DefaultFeature.Bloom=True
  44. r.DefaultFeature.AmbientOcclusion=True
  45. r.DefaultFeature.AmbientOcclusionStaticFraction=False
  46. r.DefaultFeature.AutoExposure=False
  47. r.DefaultFeature.AutoExposure.Method=2
  48. r.DefaultFeature.MotionBlur=False
  49. r.DefaultFeature.LensFlare=False
  50. r.TemporalAA.Upsampling=False
  51. r.DefaultFeature.AntiAliasing=0
  52. r.DefaultFeature.PointLightUnits=1
  53. r.DefaultFeature.SpotLightUnits=1
  54. r.Shadow.UnbuiltPreviewInGame=True
  55. r.StencilForLODDither=False
  56. r.EarlyZPass=3
  57. r.EarlyZPassMovable=True
  58. r.EarlyZPassOnlyMaterialMasking=False
  59. r.DBuffer=False
  60. r.ClearSceneMethod=1
  61. r.BasePassOutputsVelocity=False
  62. r.SelectiveBasePassOutputs=False
  63. bDefaultParticleCutouts=False
  64. r.AllowGlobalClipPlane=False
  65. r.GBufferFormat=1
  66. r.MorphTarget.Mode=True
  67. bGPUParticlesLocalVFOnly=False
  68. r.GPUCrashDebugging=True
  69. vr.InstancedStereo=False
  70. vr.MultiView=False
  71. vr.MobileMultiView=False
  72. vr.MobileMultiView.Direct=False
  73. vr.MonoscopicFarField=False
  74. vr.DebugCanvasInLayer=False
  75. r.WireframeCullThreshold=5.000000
  76. r.SupportStationarySkylight=False
  77. r.SupportLowQualityLightmaps=True
  78. r.SupportPointLightWholeSceneShadows=False
  79. r.SupportAtmosphericFog=False
  80. r.SkinCache.CompileShaders=False
  81. r.Mobile.EnableStaticAndCSMShadowReceivers=False
  82. r.Mobile.EnableMovableLightCSMShaderCulling=False
  83. r.Mobile.AllowDistanceFieldShadows=False
  84. r.Mobile.AllowMovableDirectionalLights=False
  85. r.MobileNumDynamicPointLights=0
  86. r.MobileDynamicPointLightsUseStaticBranch=False
  87. r.SkinCache.SceneMemoryLimitInMB=128.000000
  88. r.GPUSkin.Limit2BoneInfluences=False
  89. r.SupportDepthOnlyIndexBuffers=True
  90. r.SupportReversedIndexBuffers=True
  91. r.SupportMaterialLayers=False
  92. [/Script/HardwareTargeting.HardwareTargetingSettings]
  93. TargetedHardwareClass=Desktop
  94. AppliedTargetedHardwareClass=Desktop
  95. DefaultGraphicsPerformance=Scalable
  96. AppliedDefaultGraphicsPerformance=Scalable
  97. [/Script/Engine.GarbageCollectionSettings]
  98. gc.MaxObjectsInEditor=10000000
  99. [/Script/Engine.NetworkSettings]
  100. net.MaxRepArraySize=4096
  101. [/Script/Engine.CollisionProfile]
  102. -Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
  103. -Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
  104. -Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
  105. -Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
  106. -Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
  107. -Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
  108. -Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
  109. -Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
  110. -Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
  111. -Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
  112. -Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
  113. -Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
  114. -Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
  115. -Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
  116. -Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
  117. -Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
  118. -Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
  119. -Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
  120. +Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
  121. +Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
  122. +Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
  123. +Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
  124. +Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
  125. +Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
  126. +Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
  127. +Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
  128. +Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
  129. +Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
  130. +Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
  131. +Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
  132. +Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
  133. +Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
  134. +Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
  135. +Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
  136. +Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
  137. +Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
  138. +DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Note",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
  139. +DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="Obstacle",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
  140. +DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="PlacingGhost",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
  141. +DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="NoteSound",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
  142. +DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="EventPlacingGhost",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
  143. +DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,Name="Event",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
  144. -ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
  145. -ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
  146. -ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
  147. -ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
  148. -ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
  149. +ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
  150. +ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
  151. +ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
  152. +ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
  153. +ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
  154. -CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
  155. -CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
  156. -CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
  157. -CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
  158. +CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
  159. +CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
  160. +CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
  161. +CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
  162. +CollisionChannelRedirects=(OldName="Event",NewName="EventPlacingGhost")
  163. [/Script/Engine.Engine]
  164. MaximumLoopIterationCount=10000000
  165. SmoothedFrameRateRange=(LowerBound=(Type=Inclusive,Value=22.000000),UpperBound=(Type=Exclusive,Value=144.000000))
  166. +ActiveGameNameRedirects=(OldGameName="/Script/BeatSaberEditor",NewGameName="/Script/MediocreMapper")
  167. +ActiveGameNameRedirects=(OldGameName="BeatSaberEditor",NewGameName="MediocreMapper")
  168. [/Script/WindowsTargetPlatform.WindowsTargetSettings]
  169. Compiler=VisualStudio2017
  170. [/Script/Engine.PhysicsSettings]
  171. DefaultGravityZ=-980.000000
  172. DefaultTerminalVelocity=4000.000000
  173. DefaultFluidFriction=0.300000
  174. SimulateScratchMemorySize=262144
  175. RagdollAggregateThreshold=4
  176. TriangleMeshTriangleMinAreaThreshold=5.000000
  177. bEnableAsyncScene=False
  178. bEnableShapeSharing=False
  179. bEnablePCM=True
  180. bEnableStabilization=False
  181. bWarnMissingLocks=True
  182. bEnable2DPhysics=False
  183. LockedAxis=Invalid
  184. DefaultDegreesOfFreedom=Full3D
  185. BounceThresholdVelocity=200.000000
  186. FrictionCombineMode=Average
  187. RestitutionCombineMode=Average
  188. MaxAngularVelocity=3600.000000
  189. MaxDepenetrationVelocity=0.000000
  190. ContactOffsetMultiplier=0.020000
  191. MinContactOffset=2.000000
  192. MaxContactOffset=8.000000
  193. bSimulateSkeletalMeshOnDedicatedServer=True
  194. DefaultShapeComplexity=CTF_UseSimpleAndComplex
  195. bDefaultHasComplexCollision=True
  196. bSuppressFaceRemapTable=False
  197. bSupportUVFromHitResults=False
  198. bDisableActiveActors=False
  199. bDisableCCD=False
  200. bEnableEnhancedDeterminism=False
  201. MaxPhysicsDeltaTime=0.033333
  202. bSubstepping=False
  203. bSubsteppingAsync=False
  204. MaxSubstepDeltaTime=0.016667
  205. MaxSubsteps=6
  206. SyncSceneSmoothingFactor=0.000000
  207. AsyncSceneSmoothingFactor=0.990000
  208. InitialAverageFrameRate=0.016667
  209. PhysXTreeRebuildRate=10