[/Script/HardwareTargeting.HardwareTargetingSettings] TargetedHardwareClass=Desktop AppliedTargetedHardwareClass=Desktop DefaultGraphicsPerformance=Scalable AppliedDefaultGraphicsPerformance=Scalable [/Script/Engine.Engine] +ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/MKCC") +ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/MKCC") +ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="MKCCGameModeBase") MaximumLoopIterationCount=10000000 bSmoothFrameRate=True [/Script/Engine.RendererSettings] r.Mobile.DisableVertexFog=True r.Shadow.CSM.MaxMobileCascades=2 r.MobileMSAA=1 r.Mobile.UseLegacyShadingModel=False r.Mobile.AllowDitheredLODTransition=False r.Mobile.AllowSoftwareOcclusion=False r.Mobile.VirtualTextures=False r.DiscardUnusedQuality=True r.AllowOcclusionQueries=True r.MinScreenRadiusForLights=0.060000 r.MinScreenRadiusForDepthPrepass=0.060000 r.MinScreenRadiusForCSMDepth=0.050000 r.PrecomputedVisibilityWarning=False r.TextureStreaming=True Compat.UseDXT5NormalMaps=False r.VirtualTextures=False r.VirtualTexturedLightmaps=False r.VT.TileSize=128 r.VT.TileBorderSize=4 r.vt.FeedbackFactor=16 r.VT.EnableCompressZlib=True r.VT.EnableCompressCrunch=False r.ClearCoatNormal=False r.AnisotropicBRDF=False r.ReflectionCaptureResolution=64 r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True r.ForwardShading=False r.VertexFoggingForOpaque=True r.AllowStaticLighting=True 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=0 r.CustomDepthTemporalAAJitter=False r.PostProcessing.PropagateAlpha=0 r.DefaultFeature.Bloom=False r.DefaultFeature.AmbientOcclusion=False r.DefaultFeature.AmbientOcclusionStaticFraction=False r.DefaultFeature.AutoExposure=False r.DefaultFeature.AutoExposure.Method=0 r.DefaultFeature.AutoExposure.Bias=1.000000 r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=False r.UsePreExposure=True r.EyeAdaptation.EditorOnly=False r.DefaultFeature.MotionBlur=False r.DefaultFeature.LensFlare=False r.TemporalAA.Upsampling=False r.SSGI.Enable=False r.DefaultFeature.AntiAliasing=0 r.DefaultFeature.LightUnits=1 r.DefaultBackBufferPixelFormat=4 r.Shadow.UnbuiltPreviewInGame=False r.StencilForLODDither=False r.EarlyZPass=3 r.EarlyZPassOnlyMaterialMasking=False r.DBuffer=True r.ClearSceneMethod=1 r.BasePassOutputsVelocity=False r.VertexDeformationOutputsVelocity=False r.SelectiveBasePassOutputs=False bDefaultParticleCutouts=False fx.GPUSimulationTextureSizeX=512 fx.GPUSimulationTextureSizeY=512 r.AllowGlobalClipPlane=False r.GBufferFormat=1 r.MorphTarget.Mode=True r.GPUCrashDebugging=False vr.InstancedStereo=False r.MobileHDR=True vr.MobileMultiView=False r.Mobile.UseHWsRGBEncoding=False vr.RoundRobinOcclusion=False vr.ODSCapture=False r.MeshStreaming=False r.WireframeCullThreshold=5.000000 r.RayTracing=False r.RayTracing.UseTextureLod=False r.SupportStationarySkylight=True r.SupportLowQualityLightmaps=True r.SupportPointLightWholeSceneShadows=True r.SupportAtmosphericFog=True r.SupportSkyAtmosphere=True r.SupportSkyAtmosphereAffectsHeightFog=False r.SkinCache.CompileShaders=False r.SkinCache.DefaultBehavior=1 r.SkinCache.SceneMemoryLimitInMB=128.000000 r.Mobile.EnableStaticAndCSMShadowReceivers=True r.Mobile.EnableMovableLightCSMShaderCulling=True r.Mobile.AllowDistanceFieldShadows=True r.Mobile.AllowMovableDirectionalLights=True r.MobileNumDynamicPointLights=4 r.MobileDynamicPointLightsUseStaticBranch=True r.Mobile.EnableMovableSpotlights=False r.GPUSkin.Support16BitBoneIndex=False r.GPUSkin.Limit2BoneInfluences=False r.SupportDepthOnlyIndexBuffers=True r.SupportReversedIndexBuffers=True r.SupportMaterialLayers=False r.LightPropagationVolume=False [/Script/EngineSettings.GameMapsSettings] EditorStartupMap=/Game/Maps/main.main GameDefaultMap=/Game/Maps/main.main GlobalDefaultGameMode=/Game/blueprints/gameMode/MKCCGameMOde.MKCCGameMode_C [/Script/NavigationSystem.RecastNavMesh] bSortNavigationAreasByCost=False bDoFullyAsyncNavDataGathering=True CellSize=5.000000 AgentRadius=15.000000 MergeRegionSize=400.000000 AgentHeight=120.000000 AgentMaxStepHeight=35.000000 AgentMaxSlope=44.000000 CellHeight=5.000000 TileSizeUU=1024.000000 MinRegionArea=0.000000 DefaultMaxSearchNodes=9000 bFixedTilePoolSize=True TilePoolSize=3000 TileNumberHardLimit=134217728 RuntimeGeneration=DynamicModifiersOnly bForceRebuildOnLoad=True ObservedPathsTickInterval=5.000000 bAutoDestroyWhenNoNavigation=False [/Script/Engine.UserInterfaceSettings] RenderFocusRule=NavigationOnly HardwareCursors=() SoftwareCursors=() ApplicationScale=1.000000 UIScaleRule=Horizontal CustomScalingRuleClass=None UIScaleCurve=(EditorCurveData=(Keys=((),(Time=2160.000000,Value=1.000000)),DefaultValue=340282346638528859811704183484516925440.000000,PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant),ExternalCurve=None) bAllowHighDPIInGameMode=False bLoadWidgetsOnDedicatedServer=True [/Script/LuminRuntimeSettings.LuminRuntimeSettings] IconModelPath=(Path="") IconPortalPath=(Path="") [URL] GameName=MKCC3 [/Script/Engine.NetworkSettings] n.VerifyPeer=False UseLibCurl=False [/Script/UnrealEd.CookerSettings] DefaultASTCQualityBySize=1 [/Script/Engine.GarbageCollectionSettings] gc.MaxObjectsInEditor=5000000 gc.MaxObjectsInGame=16000000 gc.MultithreadedDestructionEnabled=True [/Script/Engine.StreamingSettings] s.AsyncLoadingThreadEnabled=True s.AsyncLoadingTimeLimit=30.000000 s.LevelStreamingActorsUpdateTimeLimit=10.000000 s.UseBackgroundLevelStreaming=False [/Script/AIModule.CrowdManager] NavmeshCheckInterval=8.000000 PathOptimizationInterval=3.000000 [/Script/VaRest.VaRestSettings] bUseChunkedParser=False bExtendedLog=True [/Script/NavigationSystem.NavigationSystemV1] DefaultAgentName=None CrowdManagerClass=/Script/AIModule.CrowdManager bAutoCreateNavigationData=True bSpawnNavDataInNavBoundsLevel=False bAllowClientSideNavigation=False bShouldDiscardSubLevelNavData=True bTickWhilePaused=False bInitialBuildingLocked=False bSkipAgentHeightCheckWhenPickingNavData=False DataGatheringMode=Instant bGenerateNavigationOnlyAroundNavigationInvokers=False ActiveTilesUpdateInterval=1.000000 +SupportedAgents=(Name="Default",Color=(B=0,G=255,R=140,A=164),DefaultQueryExtent=(X=50.000000,Y=50.000000,Z=250.000000),NavDataClass=/Script/NavigationSystem.RecastNavMesh,AgentRadius=25.000000,AgentHeight=144.000000,AgentStepHeight=-1.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData=None,bCanCrouch=False,bCanJump=False,bCanWalk=True,bCanSwim=False,bCanFly=False) SupportedAgentsMask=(bSupportsAgent0=True,bSupportsAgent1=True,bSupportsAgent2=True,bSupportsAgent3=True,bSupportsAgent4=True,bSupportsAgent5=True,bSupportsAgent6=True,bSupportsAgent7=True,bSupportsAgent8=True,bSupportsAgent9=True,bSupportsAgent10=True,bSupportsAgent11=True,bSupportsAgent12=True,bSupportsAgent13=True,bSupportsAgent14=True,bSupportsAgent15=True) DirtyAreasUpdateFreq=40.000000 [/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,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision") +Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ") +Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,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. ") +Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ") +Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,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. ") +Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,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.") +Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,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. ") +Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ") +Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(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.") +Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,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.") +Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors") +Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors") +Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.") +Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.") +Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,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.") +Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,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.") +Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") +Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(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. ") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="check") -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")