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