diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini index 7f73547..68ac0ce 100644 --- a/Config/DefaultEngine.ini +++ b/Config/DefaultEngine.ini @@ -53,51 +53,6 @@ UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtra NearClipPlane=1.000000 bSmoothFrameRate=False -[/Script/Engine.CollisionProfile] --Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False) --Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) --Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) --Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) --Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) --Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False) --Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False) --Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False) --Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False) --Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False) --Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) --Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) --Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) --Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) --Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False) --Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False) --Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False) --Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) -+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False) -+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) -+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic 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="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) -+Profiles=(Name="VRGrab",CollisionEnabled=QueryOnly,ObjectTypeName="PhysicsBody",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_Overlap),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="",bCanModify=True) -+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore)),HelpMessage="Needs description",bCanModify=True) --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") - [/Script/Engine.PhysicsSettings] DefaultGravityZ=-980.000000 DefaultTerminalVelocity=4000.000000 @@ -142,3 +97,50 @@ AsyncSceneSmoothingFactor=0.990000 InitialAverageFrameRate=0.016667 PhysXTreeRebuildRate=10 DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2) + +[/Script/Engine.CollisionProfile] +-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False) +-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False) +-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False) +-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False) +-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) +-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) +-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) +-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) +-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) ++Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False) ++Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) ++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic 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="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) ++Profiles=(Name="VRGrab",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="PhysicsBody",Response=ECR_Overlap)),HelpMessage="",bCanModify=True) ++Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore)),HelpMessage="Needs description",bCanModify=True) +-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") + + diff --git a/Content/Architecture/Warehouse/Building01/SM_MERGED_LightPartFour21_375.uasset b/Content/Architecture/Warehouse/Building01/SM_MERGED_LightPartFour21_375.uasset index 9c96199..f0ca364 100644 Binary files a/Content/Architecture/Warehouse/Building01/SM_MERGED_LightPartFour21_375.uasset and b/Content/Architecture/Warehouse/Building01/SM_MERGED_LightPartFour21_375.uasset differ diff --git a/Content/Blueprints/BP_Engine.uasset b/Content/Blueprints/BP_Engine.uasset index f80f167..db11327 100644 Binary files a/Content/Blueprints/BP_Engine.uasset and b/Content/Blueprints/BP_Engine.uasset differ diff --git a/Content/Meshes/Engin_2/SM_Engin_Cap_screw.uasset b/Content/Meshes/Engin_2/SM_Engin_Cap_screw.uasset index 98d968e..77ed6aa 100644 Binary files a/Content/Meshes/Engin_2/SM_Engin_Cap_screw.uasset and b/Content/Meshes/Engin_2/SM_Engin_Cap_screw.uasset differ diff --git a/Content/Meshes/Engin_2/SM_Engine.uasset b/Content/Meshes/Engin_2/SM_Engine.uasset index d69c46f..1b00c6d 100644 Binary files a/Content/Meshes/Engin_2/SM_Engine.uasset and b/Content/Meshes/Engin_2/SM_Engine.uasset differ diff --git a/Content/Meshes/Engin_2/SM_Engine_Ring_1.uasset b/Content/Meshes/Engin_2/SM_Engine_Ring_1.uasset index 381bea5..8ea2316 100644 Binary files a/Content/Meshes/Engin_2/SM_Engine_Ring_1.uasset and b/Content/Meshes/Engin_2/SM_Engine_Ring_1.uasset differ diff --git a/Content/Meshes/Engin_2/SM_Engine_Ring_2.uasset b/Content/Meshes/Engin_2/SM_Engine_Ring_2.uasset index 2c6fcb0..aee31df 100644 Binary files a/Content/Meshes/Engin_2/SM_Engine_Ring_2.uasset and b/Content/Meshes/Engin_2/SM_Engine_Ring_2.uasset differ diff --git a/Content/Meshes/Engin_2/SM_Engine_Ring_8.uasset b/Content/Meshes/Engin_2/SM_Engine_Ring_8.uasset index 387a1bb..e2b56b6 100644 Binary files a/Content/Meshes/Engin_2/SM_Engine_Ring_8.uasset and b/Content/Meshes/Engin_2/SM_Engine_Ring_8.uasset differ diff --git a/Content/Meshes/Engin_2/SM_Engine_SM_Case_L1.uasset b/Content/Meshes/Engin_2/SM_Engine_SM_Case_L1.uasset index dce65e0..837a894 100644 Binary files a/Content/Meshes/Engin_2/SM_Engine_SM_Case_L1.uasset and b/Content/Meshes/Engin_2/SM_Engine_SM_Case_L1.uasset differ diff --git a/Content/Meshes/Engin_2/SM_Engine_SM_Case_R1.uasset b/Content/Meshes/Engin_2/SM_Engine_SM_Case_R1.uasset index d67ded8..37791ff 100644 Binary files a/Content/Meshes/Engin_2/SM_Engine_SM_Case_R1.uasset and b/Content/Meshes/Engin_2/SM_Engine_SM_Case_R1.uasset differ diff --git a/Content/Meshes/Engin_2/SM_Engine_SM_Vane2_L2748.uasset b/Content/Meshes/Engin_2/SM_Engine_SM_Vane2_L2748.uasset index 4b5d0d9..b76dbb4 100644 Binary files a/Content/Meshes/Engin_2/SM_Engine_SM_Vane2_L2748.uasset and b/Content/Meshes/Engin_2/SM_Engine_SM_Vane2_L2748.uasset differ diff --git a/Content/Meshes/Engin_2/SM_Engine_SM_Vane2_R1.uasset b/Content/Meshes/Engin_2/SM_Engine_SM_Vane2_R1.uasset index cd3f017..149e14a 100644 Binary files a/Content/Meshes/Engin_2/SM_Engine_SM_Vane2_R1.uasset and b/Content/Meshes/Engin_2/SM_Engine_SM_Vane2_R1.uasset differ