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Commit 4d61334f authored by Giovanni Vindiola's avatar Giovanni Vindiola :speech_balloon:
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Updated Smartdesk, GripableStaticMesh

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[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/Map/Big_City_LVL.Big_City_LVL
EditorStartupMap=/Game/Map/Startup/Startup.Startup
GlobalDefaultGameMode=/Game/Gameplay/Framework/BP_CitySampleGameMode.BP_CitySampleGameMode_C
bUseSplitscreen=False
GameInstanceClass=/Game/Gameplay/Framework/BP_CitySampleGameInstance.BP_CitySampleGameInstance_C
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
-D3D12TargetedShaderFormats=PCD3D_SM5
+D3D12TargetedShaderFormats=PCD3D_SM6
-D3D11TargetedShaderFormats=PCD3D_SM5
Compiler=Default
AudioCallbackBufferFrameSize=256
AudioNumBuffersToEnqueue=7
[/Script/Engine.RendererSettings]
r.SkinCache.CompileShaders=True
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.VirtualTextures=True
r.VirtualTexturedLightmaps=False
r.SupportMaterialLayers=True
r.GPUSkin.Support16BitBoneIndex=True
r.Mobile.EnableStaticAndCSMShadowReceivers=False
r.Mobile.AllowDistanceFieldShadows=False
r.Mobile.AllowMovableDirectionalLights=False
r.MobileDynamicPointLightsUseStaticBranch=False
r.SkinCache.DefaultBehavior=0
r.CustomDepth=3
r.GenerateMeshDistanceFields=True
r.AllowStaticLighting=False
r.ClearCoatNormal=True
r.Shadow.Virtual.Enable=1
r.AntiAliasingMethod=4
r.DefaultFeature.MotionBlur=False
r.GPUSkin.UnlimitedBoneInfluences=True
r.GBufferDiffuseSampleOcclusion=1
r.HairStrands.Enable=1
r.SupportSkyAtmosphereAffectsHeightFog=True
r.ReflectionMethod=1
r.DynamicGlobalIlluminationMethod=1
SkeletalMesh.UseExperimentalChunking=1
r.VolumetricFog.Emissive=0
r.NumBufferedOcclusionQueries=2
r.InstanceCulling.OcclusionCull=1
r.MeshStreaming=True
r.Nanite.CoarseMeshStreaming=True
r.GPUScene.ParallelUpdate=0
r.Nanite.ProxyRenderMode=2
; Hair Settings
;r.HairStrands.Visibility.ComputeRaster=1
r.HairStrands.Visibility.ComputeRaster.SamplePerPixel=4
r.HairStrands.Visibility.ComputeRaster.Stochastic=1
r.HairStrands.Voxelization.DensityScale.Raytracing=.6
r.HairStrands.Voxelization.DepthBiasScale.Light=1.5
r.HairStrands.Voxelization.DepthBiasScale.Transmittance=1
r.HairStrands.Voxelization.Virtual.VoxelPageCountPerDim=7
r.HairStrands.Strands.BulkData.ReleaseAfterUse=1
r.HairStrands.Strands.BulkData.AsyncLoading=8
r.HairStrands.Cards.BulkData.AsyncLoading=4
r.HairStrands.UseProxyLocalToWorld=True
; Ray tracing settings
r.RayTracing=True
r.RayTracing.UseTextureLod=False
; Avoid stalling rendering due to RTPSO compilation
r.RayTracing.NonBlockingPipelineCreation=True
; Enable culling in front and behind the camera, based on angle or distance
r.RayTracing.Culling=3
r.RayTracing.Culling.Radius=15000
r.RayTracing.Culling.Angle=0.5
r.RayTracing.Culling.UseGroupIds=1
; Turn off niagara sprites, ribbons and meshes (not contributing anything to reflections, but custing significant CPU and GPU time)
r.RayTracing.Geometry.NiagaraRibbons=0
r.RayTracing.Geometry.NiagaraSprites=0
r.RayTracing.Geometry.NiagaraMeshes=0
r.RayTracing.Shadows.AcceptFirstHit=True
r.RayTracing.ExcludeTranslucent=True
; Disable ISM
r.RayTracing.Geometry.InstancedStaticMeshes=0
; Checkboard sss workaround for emissive sss bug. Also more accurate specular.
r.SSS.Checkerboard=1
r.RayTracing.Shadows=False
; Enabling unreferenced code removal improves shader compile time and reduces shader debug data size
r.Shaders.RemoveDeadCode=1
[SystemSettings]
r.DistanceFields.MaxPerMeshResolution=256
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.UncertainTraceRelativeDepthThreshold=.02
r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal.ApplyDuringIntegration=0
r.Lumen.Tracing.MaxTraceDistance=20000
r.LumenScene.SurfaceCache.MeshCardsMergedResolutionScale=1
r.LumenScene.SurfaceCache.MeshCardsMaxLOD=0
r.LumenScene.DirectLighting.OffscreenShadowing.TraceMeshSDFs=0
r.Lumen.HardwareRayTracing=1
r.Lumen.TranslucencyVolume.TraceFromVolume=0
r.Lumen.Reflections.RadianceCache=1
r.LumenScene.Radiosity.ProbeSpacing=8
r.LumenScene.Radiosity.ProbeOcclusion=0
r.LumenScene.FarField=1
r.LumenScene.FarField.MaxTraceDistance=100000
r.Lumen.HardwareRayTracing.MaxIterations=128
r.DistanceFields.SupportEvenIfHardwareRayTracingSupported=0
p.AsyncInterpolationMultiplier=2
p.Chaos.PerfHackIgnoreSleepingContacts = False
p.Vehicle.BatchQueries = False
p.Vehicle.DisableVehicleSleep = False
p.Vehicle.EnableSuspensionSmoothing = False
r.VT.MaxUploadsPerFrame=500
r.VT.MaxUploadsPerFrameInEditor=1000
r.VT.MaxTilesProducedPerFrame=100
r.VT.MaxReleasedPerFrame=5
r.VT.NumGatherTasks=6
r.VT.SyncProduceLockedTiles=0
r.VT.IOPriority_HighPagePri=4
r.VT.CsvStats=2
d3d11.ZeroBufferSizeInMB=16
D3D12.ZeroBufferSizeInMB=16
r.Streaming.PoolSize=2300
r.SkinCache.MemoryLimitForBatchedRayTracingGeometryUpdates=128
r.SkinCache.MaxRayTracingPrimitivesPerCmdList=1000000
r.SkinCache.MaxDispatchesPerCmdList=1000
r.SkinCache.AllowDupedVertsForRecomputeTangents=1
r.SkinCache.RecomputeTangentsParallelDispatch=1
r.SkinCache.SceneMemoryLimitInMB=148
r.Shadow.Virtual.NonNanite.IncludeInCoarsePages=0
r.Shadow.Virtual.ForceOnlyVirtualShadowMaps=1
s.AsyncLoadingMaxPendingRequestsSizeMB=1024
; Uses quarter resolution FFT bloom on all platform for look consistency.
r.Bloom.ScreenPercentage=25
; Max the rendering resolution to the average dynamic resolution on consoles targeted.
r.ScreenPercentage.MaxResolution=1440
; Imposters are not necessary because of HLOD
r.Nanite.Streaming.Imposters=0
; Set initial size to we prevent a resize to 6144 at the transition to chase
r.Nanite.Streaming.NumInitialRootPages=5120
; Increase the number of Nanite nodes to prevent some visual issues.
r.Nanite.MaxNodes=2621440
; CitySample content has a high number of rigid bodies, the AABB tree in Chaos
; was reoptimized way too many times (once per 10000 elements @ ~1.2s per pass).
; 1M is OK for now to avoid Houdini import perf problems, can be revisited if needed.
p.MaxDirtyElements=1000000
; Restrict the bounds inflation to prevent to many collision
; constraints in the narrow phase. [def:2.0]
p.CollisionBoundsVelocityInflation=0.0
; Order the constraint evaulation. [defaults were all 0]
p.Chaos.Solver.Suspension.Priority=0
p.Chaos.Solver.Collision.Priority=2
p.Chaos.Solver.Joint.Priority=1
; Transfer Collisions needs to be reimplemented, and as such is not currently usable.
p.Chaos.Solver.Joint.TransferCollisions=false
; Plasticity collision transfer scalar for non dynamic contacts.
p.Chaos.Solver.Joint.TransferCollisionsKinematicScale=0.1
;Override umber of solver iterations
p.Chaos.Solver.Iterations=8
; Saftey clamp on the collision stiffness modifier.
p.Chaos.Solver.Joint.TransferCollisionsStiffnessClamp=4.0
; Set MassTraffic vehicle sleep settings to match /Game/Vehicle/Physics/PM_vehicle_body
MassTraffic.SleepCounterThreshold=4
MassTraffic.LinearSpeedSleepThreshold=6.0
; Allow global deadzone config for Enhanced Input System
input.GlobalAxisConfigMode=1
; Fix dof issues for strand hair in white construct
r.HairStrands.DOFDepth=0
core.EnsuresAreErrors=0
; Movie Scene remove muted tracks on cook
MovieScene.RemoveMutedTracksOnCook=1
; Need to be able to overwrite motion blur data when switching LODs between ISM and skeletal mesh to maintain motion blur consistency
; Measured cost in CitySample sandbox is ~.1ms, there's a scope lock to set and get the previous transform
; Any project not relying on motion blur should not use this setting for perf reasons
r.MotionVectorSimulation=1
Editor.AsyncSkeletalMeshCompilation=0
; World Partition
wp.Runtime.RuntimeSpatialHashUseAlignedGridLevels=0
wp.Runtime.RuntimeSpatialHashSnapNonAlignedGridLevelsToLowerLevels=0
wp.Runtime.RuntimeSpatialHashPlaceSmallActorsUsingLocation=1
wp.Runtime.RuntimeSpatialHashPlacePartitionActorsUsingLocation=0
; These values may cause hitching when moving fast through the Big City,
; but prevent cases of OOM due to levels that need to be streamed out
; never actually being processed
s.LevelStreamingActorsUpdateTimeLimit=10
s.UnregisterComponentsTimeLimit=5
[/Script/Engine.Engine]
WorldSettingsClassName=/Script/Engine.WorldSettings
AssetManagerClassName=/Script/CitySample.CitySampleAssetManager
UnrealEdEngine=/Script/CitySampleEditor.CitySampleUnrealEdEngine
EditorEngine=/Script/CitySampleEditor.CitySampleUnrealEdEngine
bSubtitlesEnabled=False
SubtitleFontName=/Game/UI/Fonts/CitySampleDefault_Font.CitySampleDefault_Font
TinyFontName=None
SmallFontName=None
MediumFontName=None
LargeFontName=None
[Core.Log]
; LogEngine=verbose
; LogLevelStreaming=verbose
LogSoundscapeSubsystem=verbose
[CoreRedirects]
+ClassRedirects=(OldName="/Script/MassCrowd.SmartObjectMassInteractionConfig",NewName="/Script/CitySampleMassCrowd.SmartObjectMassInteractionConfig")
+StructRedirects=(OldName="/Script/MassCrowd.DataFragment_Animation",NewName="/Script/CitySampleMassCrowd.CrowdAnimationFragment")
+ClassRedirects=(OldName="/Script/MassCrowd.MassProcessor_Animation",NewName="/Script/CitySampleMassCrowd.MassProcessor_Animation")
+StructRedirects=(OldName="/Script/MassCrowd.MassCrowdAnimInstanceData",NewName="/Script/CitySampleMassCrowd.MassCrowdAnimInstanceData")
+ClassRedirects=(OldName="/Script/MassCrowd.MassCrowdAnimInstance",NewName="/Script/CitySampleMassCrowd.MassCrowdAnimInstance")
+ClassRedirects=(OldName="/Script/MassCrowd.MassFragmentInitializer_Animation",NewName="/Script/CitySampleMassCrowd.MassFragmentInitializer_Animation")
+ClassRedirects=(OldName="/Script/MassCrowd.MassProcessor_CrowdVisualization",NewName="/Script/CitySampleMassCrowd.CitySampleMassCrowdVisualizationProcessor")
+ClassRedirects=(OldName="/Script/PointCloud.PointCloudManagedActor",NewName="/Script/Engine.Actor")
[/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="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. ")
+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="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. ")
+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="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. ")
+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",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="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.")
+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",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.")
+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="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.")
+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="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. ")
+Profiles=(Name="CapsuleWhileRagdolled",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Pawn",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="Needs description")
+Profiles=(Name="IgnoreAll",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Pawn",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="Needs description")
+Profiles=(Name="PawnInteraction",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Overlap),(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="Needs description")
+Profiles=(Name="CitySampleInteraction",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Interactions",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),(Channel="Interactions",Response=ECR_Overlap)),HelpMessage="Needs description")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Ballistic")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="BallisticLandingTarget")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Interactions")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Footstep")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="VehicleComponent")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="VehicleFrame")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="VehicleWheels")
+EditProfiles=(Name="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore)))
+EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="Camera",Response=ECR_Ignore)))
-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="Temp",NewName="LandingTarget")
+CollisionChannelRedirects=(OldName="LandingTarget",NewName="BallisticLandingTarget")
[/Script/SPAssetTools.SPAssetToolsSettings]
+AssetNamePrefix=SM_BLDG_
+AssetNameSuffix=_N1
ProjectMasterMaterial=/Game/Material/M_DebugPink.M_DebugPink
ProjectMaterialMapping=(("prop_metal", "/Game/Prop/Material/MI_Prop_Metal.MI_Prop_Metal"),("prop_glass", "/Game/Prop/Material/MI_Prop_Glass.MI_Prop_Glass"),("prop_plastic", "/Game/Prop/Material/MI_Prop_Plastic.MI_Prop_Plastic"),("bldg_block_granite_beige", "/Game/Building/Material/MI/Block/MI_Bldg_Block_Granite_Beige.MI_Bldg_Block_Granite_Beige"),("Bldg_block_granite_black", "/Game/Building/Material/MI/Block/MI_Bldg_Block_Granite_Black.MI_Bldg_Block_Granite_Black"),("Bldg_block_granite_brown", "/Game/Building/Material/MI/Block/MI_Bldg_Block_Granite_Brown.MI_Bldg_Block_Granite_Brown"),("Bldg_block_granite_grey", "/Game/Building/Material/MI/Block/MI_Bldg_Block_Granite_Grey.MI_Bldg_Block_Granite_Grey"),("Bldg_block_granite_white", "/Game/Building/Material/MI/Block/MI_Bldg_Block_Granite_White.MI_Bldg_Block_Granite_White"),("bldg_block_graniteWhite", "/Game/Building/Material/MI/Block/MI_Bldg_Block_Granite_White.MI_Bldg_Block_Granite_White"),("Bldg_block_limestone_beige", "/Game/Building/Material/MI/Block/MI_Bldg_Block_Limestone_Beige.MI_Bldg_Block_Limestone_Beige"),("Bldg_block_limestone_brown", "/Game/Building/Material/MI/Block/MI_Bldg_Block_Limestone_Brown.MI_Bldg_Block_Limestone_Brown"),("Bldg_block_limestone_brownDark", "/Game/Building/Material/MI/Block/MI_Bldg_Block_Limestone_BrownDark.MI_Bldg_Block_Limestone_BrownDark"),("Bldg_block_limestone_grey", "/Game/Building/Material/MI/Block/MI_Bldg_Block_Limestone_Grey.MI_Bldg_Block_Limestone_Grey"),("Bldg_brickOffset_beige", "/Game/Building/Material/MI/Brick/MI_Bldg_BrickOffset_Beige.MI_Bldg_BrickOffset_Beige"),("Bldg_brickOffset_brown", "/Game/Building/Material/MI/Brick/MI_Bldg_BrickOffset_Brown.MI_Bldg_BrickOffset_Brown"),("Bldg_brickOffset_brownWorn", "/Game/Building/Material/MI/Brick/MI_Bldg_BrickOffset_BrownWorn.MI_Bldg_BrickOffset_BrownWorn"),("Bldg_brickOffset_green", "/Game/Building/Material/MI/Brick/MI_Bldg_BrickOffset_Green.MI_Bldg_BrickOffset_Green"),("Bldg_brickOffset_red", "/Game/Building/Material/MI/Brick/MI_Bldg_BrickOffset_Red.MI_Bldg_BrickOffset_Red"),("Bldg_brickOffset_white", "/Game/Building/Material/MI/Brick/MI_Bldg_BrickOffset_White.MI_Bldg_BrickOffset_White"),("Bldg_brickOffset_yellow", "/Game/Building/Material/MI/Brick/MI_Bldg_BrickOffset_Yellow.MI_Bldg_BrickOffset_Yellow"),("Bldg_brickOffset_yellowWorn", "/Game/Building/Material/MI/Brick/MI_Bldg_BrickOffset_YellowWorn.MI_Bldg_BrickOffset_YellowWorn"),("Bldg_brickStacked_grey", "/Game/Building/Material/MI/Brick/MI_Bldg_BrickStacked_Grey.MI_Bldg_BrickStacked_Grey"),("Bldg_concrete_dirty", "/Game/Building/Material/MI/Concrete/MI_Bldg_Concrete_Dirty.MI_Bldg_Concrete_Dirty"),("bldg_glass", "/Game/Building/Material/MI/MI_Bldg_Glass.MI_Bldg_Glass"),("bldg_glass_frosted", "/Game/Building/Material/MI/MI_Bldg_Glass.MI_Bldg_Glass"),("Bldg_metal_brass", "/Game/Building/Material/MI/Metal/MI_Bldg_Metal_Brass.MI_Bldg_Metal_Brass"),("Bldg_metal_brushed", "/Game/Building/Material/MI/Metal/MI_Bldg_Metal_Brushed.MI_Bldg_Metal_Brushed"),("Bldg_metal_chrome", "/Game/Building/Material/MI/Metal/MI_Bldg_Metal_Chrome.MI_Bldg_Metal_Chrome"),("Bldg_metal_copper", "/Game/Building/Material/MI/Metal/MI_Bldg_Metal_Copper.MI_Bldg_Metal_Copper"),("Bldg_metal_copperOxidized", "/Game/Building/Material/MI/Metal/MI_Bldg_Metal_CopperOx.MI_Bldg_Metal_CopperOx"),("Bldg_metal_goldMatte", "/Game/Building/Material/MI/Metal/MI_Bldg_Metal_GoldMatte.MI_Bldg_Metal_GoldMatte"),("Bldg_mirror", "/Game/Building/Material/MI/Metal/MI_Bldg_Mirror.MI_Bldg_Mirror"),("Bldg_paintedMetal_black", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedMetal_Black.MI_Bldg_PaintedMetal_Black"),("Bldg_paintedMetal_blue", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedMetal_Blue.MI_Bldg_PaintedMetal_Blue"),("bldg_paintedMetal_Red", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedMetal_Red.MI_Bldg_PaintedMetal_Red"),("Bldg_paintedMetal_brown", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedMetal_Brown.MI_Bldg_PaintedMetal_Brown"),("Bldg_paintedMetal_green", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedMetal_Green.MI_Bldg_PaintedMetal_Green"),("Bldg_paintedMetal_grey", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedMetal_Grey.MI_Bldg_PaintedMetal_Grey"),("Bldg_paintedMetal_white", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedMetal_White.MI_Bldg_PaintedMetal_White"),("Bldg_paintedStone_beige", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedStone_Beige.MI_Bldg_PaintedStone_Beige"),("Bldg_paintedStone_black", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedStone_Black.MI_Bldg_PaintedStone_Black"),("Bldg_paintedStone_brown", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedStone_Brown.MI_Bldg_PaintedStone_Brown"),("Bldg_paintedStone_charcoal", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedStone_charcoal.MI_Bldg_PaintedStone_charcoal"),("Bldg_paintedStone_green", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedStone_Green.MI_Bldg_PaintedStone_Green"),("Bldg_paintedStone_khaki", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedStone_Khaki.MI_Bldg_PaintedStone_Khaki"),("Bldg_paintedStone_red", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedStone_Red.MI_Bldg_PaintedStone_Red"),("Bldg_paintedStone_white", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedStone_White.MI_Bldg_PaintedStone_White"),("Bldg_paintedStone_yellow", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedStone_Yellow.MI_Bldg_PaintedStone_Yellow"),("Bldg_wood_cedar", "/Game/Building/Material/MI/Wood/MI_Bldg_Wood_Cedar.MI_Bldg_Wood_Cedar"),("veh_carPaint", "/Game/Vehicle/Material/MI/MI_Veh_CarPaint.MI_Veh_CarPaint"),("veh_undercar", "/Game/Vehicle/Material/MI/MI_Veh_Undercar.MI_Veh_Undercar"),("veh_metal_chrome", "/Game/Vehicle/Material/MI/MI_Veh_Metal_Chrome.MI_Veh_Metal_Chrome"),("veh_licensePlate", "/Game/Vehicle/Material/MI/MI_Veh_LicensePlate.MI_Veh_LicensePlate"),("veh_plastic_gloss", "/Game/Vehicle/Material/MI/MI_Veh_Plastic_Gloss.MI_Veh_Plastic_Gloss"),("veh_metal_steel", "/Game/Vehicle/Material/MI/MI_Veh_Metal_Steel.MI_Veh_Metal_Steel"),("veh_rubber_smooth", "/Game/Vehicle/Material/MI/MI_Veh_Rubber_Smooth.MI_Veh_Rubber_Smooth"),("veh_plastic_matte", "/Game/Vehicle/Material/MI/MI_Veh_Plastic_Matte.MI_Veh_Plastic_Matte"),("veh_mirror", "/Game/Vehicle/Material/MI/MI_Veh_Metal_Chrome.MI_Veh_Metal_Chrome"),("veh_interior", "/Game/Vehicle/Material/MI/MI_Veh_Interior.MI_Veh_Interior"),("veh_window", "/Game/Vehicle/Material/MI/MI_Veh_Glass_Window.MI_Veh_Glass_Window"),("veh_glass", "/Game/Vehicle/Material/MI/MI_Veh_Glass_Clear.MI_Veh_Glass_Clear"),("veh_engine", "/Game/Vehicle/Material/MI/MI_Veh_Engine.MI_Veh_Engine"),("veh_rim", "/Game/Vehicle/Material/MI/MI_Veh_Rim.MI_Veh_Rim"),("veh_tire", "/Game/Vehicle/Material/MI/MI_Veh_Tire.MI_Veh_Tire"),("veh_light", "/Game/Vehicle/Material/MI/MI_Veh_Light.MI_Veh_Light"),("veh_bulb", "/Game/Vehicle/Material/MI/MI_Veh_Light.MI_Veh_Light"),("veh_glass_amber", "/Game/Vehicle/Material/MI/MI_Veh_GlassThin_Amber.MI_Veh_GlassThin_Amber"),("veh_glass_red", "/Game/Vehicle/Material/MI/MI_Veh_GlassThin_Red.MI_Veh_GlassThin_Red"),("veh_windshield", "/Game/Vehicle/Material/MI/MI_Veh_Glass_Windshield.MI_Veh_Glass_Windshield"),("veh_caliper", "/Game/Vehicle/Material/MI/MI_Veh_Caliper.MI_Veh_Caliper"),("veh_plastic_satin", "/Game/Vehicle/Material/MI/MI_Veh_Plastic_Satin.MI_Veh_Plastic_Satin"),("veh_glass_amber_inner", "/Game/Vehicle/Material/MI/MI_Veh_Glass_Amber.MI_Veh_Glass_Amber"),("veh_glass_red_inner", "/Game/Vehicle/Material/MI/MI_Veh_Glass_Red.MI_Veh_Glass_Red"),("veh_glass_inner", "/Game/Vehicle/Material/MI/MI_Veh_Glass_Clear_Inner.MI_Veh_Glass_Clear_Inner"),("veh_rubber_rough", "/Game/Vehicle/Material/MI/MI_Veh_Rubber_Rough.MI_Veh_Rubber_Rough"),("veh_paint", "/Game/Vehicle/Material/MI/MI_Veh_CarPaintNoClear_Black.MI_Veh_CarPaintNoClear_Black"),("veh_plastic_textured", "/Game/Vehicle/Material/MI/MI_Veh_Plastic_Textured.MI_Veh_Plastic_Textured"),("veh_sign", "/Game/Vehicle/Material/MI/MI_Veh_Sign.MI_Veh_Sign"),("Bldg_metal_brushedPanel", "/Game/Building/Material/MI/Metal/MI_Bldg_Metal_BrushedPanel.MI_Bldg_Metal_BrushedPanel"),("bldg_glass_opaque", "/Game/Building/Material/MI/Glass/MI_Bldg_glass_opaque.MI_Bldg_glass_opaque"),("Bldg_painted_metalBlack", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedMetal_Black.MI_Bldg_PaintedMetal_Black"),("Bldg_paintedMetal_beige", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedMetal_Beige.MI_Bldg_PaintedMetal_Beige"),("Bldg_brickOffsetAlt", "/Game/Building/Material/MI/Brick/MI_Bldg_BrickOffsetAlt.MI_Bldg_BrickOffsetAlt"),("Bldg_PaintedMetal_Roof", "/Game/Building/Material/MI/Paint/MI_Bldg_PaintedMetal_Roof.MI_Bldg_PaintedMetal_Roof"),("bldg_base_prop", "/Game/Building/Material/MI/MI_Bldg_Prop.MI_Bldg_Prop"))
ProjectTextureMapping=(("/Game/Building/Material/M_BLDG_Block.M_BLDG_Block", (MaterialParameterToTextureName=(("PackedA Tex", "T_{asset_name}_packedA")))),("/Game/Prop/Material/M_Prop_Main.M_Prop_Main", (MaterialParameterToTextureName=(("Color Tex", "T_{asset_name}_C"),("Packed Tex", "T_{asset_name}_AOMRD"),("Normal Tex", "T_{asset_name}_N")))),("/Game/Vehicle/Material/M_Veh_CarPaint.M_Veh_CarPaint", (MaterialParameterToTextureName=(("Normal Tex", "T_{asset_name}_N"),("Mask Tex MFPI", "T_{asset_name}_Grime")))),("/Game/Vehicle/Material/M_Veh_Opaque.M_Veh_Opaque", (MaterialParameterToTextureName=(("Normal Tex", "T_{asset_name}_N"),("Mask Tex MFPI", "T_{asset_name}_Grime")))),("/Game/Vehicle/Material/M_Veh_FullTexture.M_Veh_FullTexture", (MaterialParameterToTextureName=(("Color Tex", "T_{asset_name}_C"),("Packed Tex", "T_{asset_name}_AORM"),("Normal Tex", "T_{asset_name}_N"),("Emissive Tex", "T_{asset_name}_Emissive")))),("/Game/Vehicle/Material/M_Veh_Glass.M_Veh_Glass", (MaterialParameterToTextureName=(("Normal Tex", "T_{asset_name}_N"),("Mask Tex MFPI", "T_{asset_name}_Grime")))),("/Game/Building/Material/M_Bldg_Base.M_Bldg_Base", (MaterialParameterToTextureName=(("PackedA Tex", "T_{asset_name}_packedA")))),("/Game/Building/Material/M_Bldg_Prop.M_Bldg_Prop", (MaterialParameterToTextureName=(("Tex Color", "T_NYA_Prop_C"),("Tex AORM Packed", "T_NYA_Prop_AORM"),("Tex Normal", "T_NYA_Prop_N"),("Tex Emissive", "T_NYA_Prop_E")))))
[/Script/NavigationSystem.RecastNavMesh]
RuntimeGeneration=Static
AgentRadius=34.000000
CellSize=40.000000
TileSizeUU=2000.000000
CellHeight=40.000000
[/Script/OnlineSubsystemUtils.IpNetDriver]
NetServerMaxTickRate=60
[/Script/HoudiniEngineRuntime.HoudiniRuntimeSettings]
DefaultTemporaryCookFolder=/Game/Map/Environment/HoudiniEngine
DefaultBakeFolder=/Game/Map/Environment/HoudiniEngine/Bake
bStartAutomaticServer=False
[/Script/Engine.VirtualTexturePoolConfig]
; Ideally each pool would be sized to have a maximum of 64x64 tiles which allows for 16 bit page table entries.
; That uses a SizeInMegabyte setting of 37 for 0.5 byte per pixel formats (BC1, BC4) and 73 for 1 byte per pixel formats (BC3, BC5, BC6, BC7)
; Because we set "r.VT.SplitPhysicalPoolSize=64", pools that would go above this size get split into multiple pools.
+Pools=(Formats=(PF_DXT1), SizeInMegabyte=140, bAllowSizeScale=True, MinScaledSizeInMegabyte=37, bEnableResidencyMipMapBias=True)
+Pools=(Formats=(PF_DXT5), SizeInMegabyte=85, bAllowSizeScale=True, MinScaledSizeInMegabyte=35, bEnableResidencyMipMapBias=True)
+Pools=(Formats=(PF_BC4), SizeInMegabyte=70, bAllowSizeScale=True, MinScaledSizeInMegabyte=30, bEnableResidencyMipMapBias=True)
+Pools=(Formats=(PF_BC5), SizeInMegabyte=150, bAllowSizeScale=True, MinScaledSizeInMegabyte=55, bEnableResidencyMipMapBias=True)
+Pools=(Formats=(PF_BC6H), SizeInMegabyte=60, bAllowSizeScale=True, MinScaledSizeInMegabyte=30, bEnableResidencyMipMapBias=True)
+Pools=(Formats=(PF_BC7), SizeInMegabyte=200, bAllowSizeScale=True, MinScaledSizeInMegabyte=65, bEnableResidencyMipMapBias=True)
; Default pool description for formats without an explicit setting.
; This should be for formats we don't want or don't expect to use (uncompressed formats for example).
; We should also try to remove/convert assets that use unwanted formats to avoid any allocation.
+Pools=(SizeInMegabyte=2, bAllowSizeScale=False, bEnableResidencyMipMapBias=False)
[/Script/Engine.AISystemBase]
AISystemModuleName=AIModule
AISystemClassName=/Script/AIModule.AISystem
bInstantiateAISystemOnClient=true
[ConsoleVariables]
; Scale drone speed down to 50% for all platforms
HoverDrone.DroneSpeedScalar=0.5
; Enable low latency path for psuedo decals
fx.NiagaraGpuLowLatencyTranslucencyEnabled=1
; Override kinetic behaviour to enable Chaos Caching of StaticMeshes
P.Chaos.SyncKinematicOnGameThread=1
; Allow longer delays for writing wav files in MoviePipeline so they have enough time to write to network shares.
MovieRenderPipeline.WaveOutput.WriteDelay=3
; Disable Cloth Physics
p.ClothPhysics=0
[/Script/Engine.PhysicsSettings]
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)
DefaultDegreesOfFreedom=Full3D
bSuppressFaceRemapTable=False
bSupportUVFromHitResults=False
bDisableActiveActors=False
bDisableKinematicStaticPairs=False
bDisableKinematicKinematicPairs=False
bDisableCCD=False
bEnableEnhancedDeterminism=False
AnimPhysicsMinDeltaTime=0.000000
bSimulateAnimPhysicsAfterReset=False
MinPhysicsDeltaTime=0.000010
MaxPhysicsDeltaTime=0.0500
bSubstepping=False
bSubsteppingAsync=False
bTickPhysicsAsync=False
AsyncFixedTimeStepSize=0.033333
MaxSubstepDeltaTime=0.066667
MaxSubsteps=2
SyncSceneSmoothingFactor=0.000000
InitialAverageFrameRate=0.016667
PhysXTreeRebuildRate=10
+PhysicalSurfaces=(Type=SurfaceType1,Name="Concrete")
+PhysicalSurfaces=(Type=SurfaceType2,Name="Asphalt")
+PhysicalSurfaces=(Type=SurfaceType3,Name="Marble")
+PhysicalSurfaces=(Type=SurfaceType4,Name="Glass")
+PhysicalSurfaces=(Type=SurfaceType5,Name="Metal")
+PhysicalSurfaces=(Type=SurfaceType6,Name="ThinMetal")
+PhysicalSurfaces=(Type=SurfaceType7,Name="Surface_Road")
+PhysicalSurfaces=(Type=SurfaceType8,Name="Surface_Sidewalk")
+PhysicalSurfaces=(Type=SurfaceType9,Name="Surface_Ground")
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)
MinDeltaVelocityForHitEvents=0.000000
ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double)
[/Script/AutomationController.AutomationControllerSettings]
bSuppressLogWarnings=true
bSuppressLogErrors=true
bTreatLogErrorsAsTestErrors=false
bElevateLogWarningsToErrors=false
[/Script/AutomationController.AutomationControllerSettings]
+Groups=(Name="Iteration", Filters=((Contains="Project.Iteration", MatchFromStart=true)))
[/Script/CitySampleEditor.CitySampleUnrealEdEngine]
+SourceControlStatusBranches="//UE5/Main"
[/Script/MovieRenderPipelineCore.MoviePipelineCommandLineEncoderSettings]
ExecutablePath=ffmpeg.exe
VideoCodec=libx264
AudioCodec=aac
OutputFileExtension=mp4
VideoInputStringFormat=" -f concat -safe 0 -r {FrameRate} -i {InputFile} -r {FrameRate}"
CommandLineFormat="-hide_banner -y -loglevel error {VideoInputs} {AudioInputs} -acodec {AudioCodec} -vcodec {VideoCodec} {Quality} {AdditionalLocalArgs} {OutputPath}"
[/Script/Engine.AudioSettings]
DefaultSoundClassName=/Game/Audio/SoundClasses/SC_Master.SC_Master
DefaultMediaSoundClassName=/Engine/EngineSounds/Master.Master
DefaultSoundConcurrencyName=None
DefaultBaseSoundMix=None
VoiPSoundClass=None
MasterSubmix=/Game/Audio/Submixes/MainSubmix.MainSubmix
BaseDefaultSubmix=None
ReverbSubmix=/Engine/EngineSounds/Submixes/MasterReverbSubmixDefault.MasterReverbSubmixDefault
EQSubmix=/Engine/EngineSounds/Submixes/MasterEQSubmixDefault.MasterEQSubmixDefault
VoiPSampleRate=Low16000Hz
MaximumConcurrentStreams=2
GlobalMinPitchScale=0.100000
GlobalMaxPitchScale=4.000000
+QualityLevels=(DisplayName=NSLOCTEXT("AudioSettings", "DefaultSettingsName", "Default"),MaxChannels=64)
bAllowPlayWhenSilent=True
bDisableMasterEQ=True
bAllowCenterChannel3DPanning=False
NumStoppingSources=8
PanningMethod=EqualPower
MonoChannelUpmixMethod=EqualPower
DialogueFilenameFormat="{DialogueGuid}_{ContextId}"
[/Script/Engine.AutomationTestSettings]
+MapsToPIETest=/Game/Map/Big_City_LVL.Big_City_LVL
+MapsToPIETest=/Game/Map/Small_City_LVL.Small_City_LVL
+AssetsToOpen=/Game/Map/Big_City_LVL.Big_City_LVL
[/Script/Engine.GarbageCollectionSettings]
gc.TimeBetweenPurgingPendingKillObjects=30.0
gc.PerformGCWhileAsyncLoading=1
[/Script/Engine.StreamingSettings]
s.LevelStreamingActorsUpdateTimeLimit=3
[/Script/Engine.TextureEncodingProjectSettings]
bFinalUsesRDO=true
FinalRDOLambda=35
[/Script/GameplayDebugger.GameplayDebuggerConfig]
ActivationKey=ä
[EnumRemap]
TEXTUREGROUP_Project01.DisplayName=Crowd
TEXTUREGROUP_Project02.DisplayName=CrowdNormalMap
TEXTUREGROUP_Project03.DisplayName=CrowdSpecular
[StaticMeshLODSettings]
.None=(MaxNumStreamedLODs=1,bSupportLODStreaming=1)
.CitySampleNaniteMeshLODGroup=(NumLODs=2,MaxNumStreamedLODs=1,bSupportLODStreaming=1,LODPercentTriangles=12.5)
; additional memreport commands for CitySample
[MemReportCommands]
+Cmd="obj list class=GroomAsset -resourcesizesort"
+Cmd="obj list class=StaticMesh -resourcesizesort NAMESUB=Crowd"
+Cmd="obj list class=SkeletalMesh -resourcesizesort NAMESUB=Crowd"
+Cmd="obj list class=GroomAsset -resourcesizesort NAMESUB=Crowd"
+Cmd="obj list class=StaticMeshComponent -resourcesizesort NAMESUB=Crowd"
+Cmd="obj list class=StaticMeshComponent -resourcesizesort"
+Cmd="obj list class=SkeletalMesh -resourcesizesort"
+Cmd="obj list class=StaticMesh -resourcesizesort"
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
bAllowNetworkConnection=True
SecurityToken=A4A995BF44441F97E1C6B7ABA4594587
bIncludeInShipping=False
bAllowExternalStartInShipping=False
bCompileAFSProject=False
bUseCompression=False
bLogFiles=False
bReportStats=False
ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=
[/Script/UnrealEd.UnrealEdEngine]
+TemplateMapInfos=(Thumbnail="/Game/Map/Templates/Thumbnail/City_Open_World_Template",Map="/Game/Map/City_Open_World_Template",DisplayName="City Open World Empty")
No preview for this file type
...@@ -27,12 +27,12 @@ void AWebUIDisplay::BeginPlay() ...@@ -27,12 +27,12 @@ void AWebUIDisplay::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
APlayerController* MyController = GetWorld()->GetFirstPlayerController(); //APlayerController* MyController = GetWorld()->GetFirstPlayerController();
MyController->bShowMouseCursor = true; //MyController->bShowMouseCursor = true;
MyController->bEnableClickEvents = true; //MyController->bEnableClickEvents = true;
MyController->bEnableMouseOverEvents = true; //MyController->bEnableMouseOverEvents = true;
StartServer(); //StartServer();
//GLTF TESTS //GLTF TESTS
//SpawnPickUpArtifactActorURL("https://raw.githubusercontent.com/Jeff591/glTF-Sample-Models/master/2.0/Box/glTF/Box.gltf"); //SpawnPickUpArtifactActorURL("https://raw.githubusercontent.com/Jeff591/glTF-Sample-Models/master/2.0/Box/glTF/Box.gltf");
...@@ -44,7 +44,7 @@ void AWebUIDisplay::EndPlay(const EEndPlayReason::Type EndPlayReason) ...@@ -44,7 +44,7 @@ void AWebUIDisplay::EndPlay(const EEndPlayReason::Type EndPlayReason)
{ {
Super::EndPlay(EndPlayReason); Super::EndPlay(EndPlayReason);
StopServer(); //StopServer();
} }
// Called every frame // Called every frame
......
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