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- [URL]
- GameName=MediocreMapper
-
- [Audio]
- UnfocusedVolumeMultiplier=1.0
-
- [/Script/EngineSettings.GameMapsSettings]
- EditorStartupMap=/Game/Levels/Level_Startup.Level_Startup
- GameDefaultMap=/Game/Levels/Level_Startup.Level_Startup
- GlobalDefaultGameMode=/Game/Blueprints/BPGM_editor.BPGM_editor_C
- GlobalDefaultServerGameMode=/Game/Blueprints/BPGM_editor.BPGM_editor_C
- GameInstanceClass=/Game/Blueprints/BPGI_editor.BPGI_editor_C
-
- [/Script/Engine.RendererSettings]
- r.MobileHDR=True
- r.Mobile.DisableVertexFog=True
- r.Shadow.CSM.MaxMobileCascades=1
- r.MobileMSAA=1
- r.DiscardUnusedQuality=False
- r.AllowOcclusionQueries=True
- r.MinScreenRadiusForLights=0.030000
- r.MinScreenRadiusForDepthPrepass=0.030000
- r.MinScreenRadiusForCSMDepth=0.010000
- r.PrecomputedVisibilityWarning=False
- r.TextureStreaming=True
- Compat.UseDXT5NormalMaps=False
- r.ClearCoatNormal=False
- r.ReflectionCaptureResolution=64
- r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True
- r.ForwardShading=True
- r.VertexFoggingForOpaque=True
- r.AllowStaticLighting=False
- r.NormalMapsForStaticLighting=False
- r.GenerateMeshDistanceFields=False
- r.DistanceFieldBuild.EightBit=False
- r.GenerateLandscapeGIData=False
- r.DistanceFieldBuild.Compress=False
- r.TessellationAdaptivePixelsPerTriangle=48.000000
- r.SeparateTranslucency=True
- r.TranslucentSortPolicy=0
- TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
- r.CustomDepth=3
- r.CustomDepthTemporalAAJitter=False
- r.PostProcessing.PropagateAlpha=False
- r.UsePreExposure=False
- r.DefaultFeature.Bloom=True
- r.DefaultFeature.AmbientOcclusion=True
- r.DefaultFeature.AmbientOcclusionStaticFraction=False
- r.DefaultFeature.AutoExposure=False
- r.DefaultFeature.AutoExposure.Method=2
- r.DefaultFeature.MotionBlur=False
- r.DefaultFeature.LensFlare=False
- r.TemporalAA.Upsampling=False
- r.DefaultFeature.AntiAliasing=1
- r.DefaultFeature.PointLightUnits=1
- r.DefaultFeature.SpotLightUnits=1
- r.Shadow.UnbuiltPreviewInGame=True
- r.StencilForLODDither=False
- r.EarlyZPass=3
- r.EarlyZPassMovable=True
- r.EarlyZPassOnlyMaterialMasking=False
- r.DBuffer=False
- r.ClearSceneMethod=1
- r.BasePassOutputsVelocity=False
- r.SelectiveBasePassOutputs=False
- bDefaultParticleCutouts=False
- r.AllowGlobalClipPlane=False
- r.GBufferFormat=1
- r.MorphTarget.Mode=True
- bGPUParticlesLocalVFOnly=False
- r.GPUCrashDebugging=True
- vr.InstancedStereo=False
- vr.MultiView=False
- vr.MobileMultiView=False
- vr.MobileMultiView.Direct=False
- vr.MonoscopicFarField=False
- vr.DebugCanvasInLayer=False
- r.WireframeCullThreshold=5.000000
- r.SupportStationarySkylight=False
- r.SupportLowQualityLightmaps=True
- r.SupportPointLightWholeSceneShadows=False
- r.SupportAtmosphericFog=False
- r.SkinCache.CompileShaders=False
- r.Mobile.EnableStaticAndCSMShadowReceivers=False
- r.Mobile.EnableMovableLightCSMShaderCulling=False
- r.Mobile.AllowDistanceFieldShadows=False
- r.Mobile.AllowMovableDirectionalLights=False
- r.MobileNumDynamicPointLights=0
- r.MobileDynamicPointLightsUseStaticBranch=False
- r.SkinCache.SceneMemoryLimitInMB=128.000000
- r.GPUSkin.Limit2BoneInfluences=False
- r.SupportDepthOnlyIndexBuffers=True
- r.SupportReversedIndexBuffers=True
- r.SupportMaterialLayers=False
-
- [/Script/HardwareTargeting.HardwareTargetingSettings]
- TargetedHardwareClass=Desktop
- AppliedTargetedHardwareClass=Desktop
- DefaultGraphicsPerformance=Scalable
- AppliedDefaultGraphicsPerformance=Scalable
-
- [/Script/Engine.GarbageCollectionSettings]
- gc.MaxObjectsInEditor=10000000
-
- [/Script/Engine.NetworkSettings]
- net.MaxRepArraySize=4096
-
- [/Script/Engine.Engine]
- MaximumLoopIterationCount=10000000
- SmoothedFrameRateRange=(LowerBound=(Type=Inclusive,Value=22.000000),UpperBound=(Type=Exclusive,Value=144.000000))
- +ActiveGameNameRedirects=(OldGameName="/Script/BeatSaberEditor",NewGameName="/Script/MediocreMapper")
- +ActiveGameNameRedirects=(OldGameName="BeatSaberEditor",NewGameName="MediocreMapper")
- bSmoothFrameRate=True
-
- [/Script/WindowsTargetPlatform.WindowsTargetSettings]
- Compiler=VisualStudio2017
-
- [/Script/Engine.CollisionProfile]
- -Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
- -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)
- -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)
- -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)
- -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)
- -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)
- -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)
- -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)
- -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)
- -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)
- -Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
- -Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
- -Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
- -Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
- -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)
- -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)
- -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)
- -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)
- +Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
- +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)
- +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)
- +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)
- +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)
- +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)
- +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)
- +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)
- +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)
- +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)
- +Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
- +Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
- +Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
- +Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
- +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)
- +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)
- +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)
- +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)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Note",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="Obstacle",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="PlacingGhost",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="NoteSound",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="EventPlacingGhost",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,Name="Event",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,Name="NoteSelection",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,Name="EventSelection",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel9,Name="ColorEvent",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel10,Name="Bookmark",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- -ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
- -ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
- -ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
- -ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
- -ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
- +ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
- +ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
- +ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
- +ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
- +ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
- -CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
- -CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
- -CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
- -CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
- +CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
- +CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
- +CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
- +CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
- +CollisionChannelRedirects=(OldName="Event",NewName="EventPlacingGhost")
-
- [/Script/IOSRuntimeSettings.IOSRuntimeSettings]
- bGenerateCrashReportSymbols=True
-
- [/Script/Engine.PhysicsSettings]
- DefaultGravityZ=-980.000000
- DefaultTerminalVelocity=4000.000000
- DefaultFluidFriction=0.300000
- SimulateScratchMemorySize=262144
- RagdollAggregateThreshold=4
- TriangleMeshTriangleMinAreaThreshold=5.000000
- bEnableAsyncScene=False
- bEnableShapeSharing=False
- bEnablePCM=True
- bEnableStabilization=False
- bWarnMissingLocks=True
- bEnable2DPhysics=False
- LockedAxis=Invalid
- DefaultDegreesOfFreedom=Full3D
- BounceThresholdVelocity=200.000000
- FrictionCombineMode=Average
- RestitutionCombineMode=Average
- MaxAngularVelocity=3600.000000
- MaxDepenetrationVelocity=0.000000
- ContactOffsetMultiplier=0.020000
- MinContactOffset=2.000000
- MaxContactOffset=8.000000
- bSimulateSkeletalMeshOnDedicatedServer=True
- DefaultShapeComplexity=CTF_UseSimpleAndComplex
- bDefaultHasComplexCollision=True
- bSuppressFaceRemapTable=False
- bSupportUVFromHitResults=False
- bDisableActiveActors=False
- bDisableCCD=False
- bEnableEnhancedDeterminism=False
- MaxPhysicsDeltaTime=0.033333
- bSubstepping=False
- bSubsteppingAsync=False
- MaxSubstepDeltaTime=0.016667
- MaxSubsteps=6
- SyncSceneSmoothingFactor=0.000000
- AsyncSceneSmoothingFactor=0.990000
- InitialAverageFrameRate=0.016667
- PhysXTreeRebuildRate=10
-
-
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