189 lines
14 KiB
INI
189 lines
14 KiB
INI
[URL]
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[/Script/Engine.RendererSettings]
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r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
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r.SkinCache.CompileShaders=True
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r.RayTracing=True
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r.ReflectionCaptureResolution=256
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r.GenerateMeshDistanceFields=False
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r.DefaultFeature.LensFlare=True
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r.Shadow.UnbuiltPreviewInGame=False
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r.SeparateTranslucency=False
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r.TranslucentSortPolicy=0
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vr.RoundRobinOcclusion=True
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r.DefaultFeature.AmbientOcclusion=False
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r.DefaultFeature.AmbientOcclusionStaticFraction=False
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r.AllowOcclusionQueries=True
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r.SkinCache.SceneMemoryLimitInMB=256.000000
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r.TemporalAA.Upsampling=False
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r.CustomDepthTemporalAAJitter=True
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r.MinScreenRadiusForCSMDepth=0.000000
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r.MorphTarget.Mode=False
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r.EarlyZPass=2
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r.MinScreenRadiusForDepthPrepass=0.100000
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r.EarlyZPassOnlyMaterialMasking=False
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r.GBufferFormat=1
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r.DefaultFeature.MotionBlur=False
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r.ClearSceneMethod=0
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r.AllowGlobalClipPlane=True
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r.GPUSkin.Limit2BoneInfluences=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=Maximum
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AppliedDefaultGraphicsPerformance=Maximum
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX11
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Compiler=VisualStudio2017
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OcclusionPlugin=Built-in Occlusion
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ReverbPlugin=Built-in Reverb
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SpatializationPlugin=Built-in Spatialization
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AudioSampleRate=44100
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AutoStreamingThreshold=10.000000
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CacheSizeKB=256000
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[/Script/Engine.UserInterfaceSettings]
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UIScaleCurve=(EditorCurveData=(Keys=((Time=540.000000,Value=0.250000),(Time=1080.000000,Value=0.500000),(Time=2160.000000,Value=1.000000)),PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,DefaultValue=340282346638528859811704183484516925440.000000),ExternalCurve=CurveFloat'"/Game/Blueprints/UI/Normal.Normal"')
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[/Script/Engine.Engine]
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NearClipPlane=1.000000
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bSmoothFrameRate=False
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MaximumLoopIterationCount=10000000
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[/Script/EngineSettings.GameMapsSettings]
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EditorStartupMap=/Game/Level/Index.Index
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GameDefaultMap=/Game/Level/Index.Index
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GlobalDefaultGameMode=/Game/Blueprints/Player/MyGM.MyGM_C
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GameInstanceClass=/Game/Blueprints/Player/GI.GI_C
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bUseSplitscreen=False
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[/Script/NavigationSystem.RecastNavMesh]
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AgentRadius=15.000000
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AgentMaxSlope=11.790478
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AgentMaxStepHeight=16.122608
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DrawOffset=5.000000
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[/Script/Engine.StreamingSettings]
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s.AsyncLoadingTimeLimit=5.000000
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s.PriorityAsyncLoadingExtraTime=10.000000
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s.LevelStreamingActorsUpdateTimeLimit=5.000000
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s.PriorityLevelStreamingActorsUpdateExtraTime=5.000000
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s.AsyncLoadingThreadEnabled=True
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s.LevelStreamingComponentsRegistrationGranularity=10
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s.LevelStreamingComponentsUnregistrationGranularity=5
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s.FlushStreamingOnExit=False
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s.UseBackgroundLevelStreaming=False
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[/Script/NavigationSystem.NavigationSystemV1]
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CrowdManagerClass=/Script/AIModule.CrowdManager
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bAutoCreateNavigationData=True
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bSpawnNavDataInNavBoundsLevel=False
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bAllowClientSideNavigation=False
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bShouldDiscardSubLevelNavData=True
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bTickWhilePaused=False
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bInitialBuildingLocked=False
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bSkipAgentHeightCheckWhenPickingNavData=False
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DataGatheringMode=Instant
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bGenerateNavigationOnlyAroundNavigationInvokers=False
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ActiveTilesUpdateInterval=1.000000
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+SupportedAgents=(Name="Default",Color=(B=0,G=255,R=140,A=164),DefaultQueryExtent=(X=50.000000,Y=50.000000,Z=20.000000),NavigationDataClassName=/Script/NavigationSystem.RecastNavMesh,AgentRadius=15.000000,AgentHeight=160.000000,AgentStepHeight=20.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData=/Script/NavigationSystem.RecastNavMesh,bCanCrouch=False,bCanJump=False,bCanWalk=True,bCanSwim=False,bCanFly=False)
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DirtyAreasUpdateFreq=60.000000
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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="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="Spectator",CollisionEnabled=QueryOnly,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.",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"),(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="GrassOnly",CollisionEnabled=QueryOnly,ObjectTypeName="",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(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="For Grass detection",bCanModify=True)
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Lift",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="GrassFinding",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
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+EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="GrassFinding",Response=ECR_Ignore)))
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+EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="GrassFinding",Response=ECR_Ignore)))
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+EditProfiles=(Name="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore)))
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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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[/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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bEnableShapeSharing=False
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bEnablePCM=False
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bEnableStabilization=False
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bWarnMissingLocks=True
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bEnable2DPhysics=False
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PhysicErrorCorrection=(PingExtrapolation=0.100000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000)
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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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bDisableKinematicStaticPairs=False
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bDisableKinematicKinematicPairs=False
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bDisableCCD=False
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bEnableEnhancedDeterminism=False
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AnimPhysicsMinDeltaTime=0.000000
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bSimulateAnimPhysicsAfterReset=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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InitialAverageFrameRate=0.016667
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PhysXTreeRebuildRate=10
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+PhysicalSurfaces=(Type=SurfaceType1,Name="Grass")
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DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,bUseMBPOuterBounds=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPOuterBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2)
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ChaosSettings=(DefaultThreadingModel=DedicatedThread,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double)
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[/Script/UnrealEd.CookerSettings]
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BlueprintComponentDataCookingMethod=AllBlueprints
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[/Script/Engine.GarbageCollectionSettings]
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gc.MultithreadedDestructionEnabled=True
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gc.IncrementalBeginDestroyEnabled=True
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gc.AllowParallelGC=True
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gc.CreateGCClusters=False
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gc.NumRetriesBeforeForcingGC=0
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gc.TimeBetweenPurgingPendingKillObjects=60.000000
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[/Script/Engine.AudioSettings]
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DefaultBaseSoundMix=None
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bEnableLegacyReverb=True
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