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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=1
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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.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.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)
|
|
+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/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
|
|
|
|
|