From 4d61334f45f548038a7b7ea5cd35a22091837cbe Mon Sep 17 00:00:00 2001 From: "gvindiol@ucsd.edu" <gvindiol@ucsd.edu> Date: Thu, 28 Sep 2023 18:20:58 -0700 Subject: [PATCH] Updated Smartdesk, GripableStaticMesh --- DefaultEngine.ini | 509 ------------------ .../Blueprints/BP_SpatialAnchorOrient.uasset | 4 +- .../Private/WebUIDisplay.cpp | 12 +- 3 files changed, 8 insertions(+), 517 deletions(-) delete mode 100644 DefaultEngine.ini diff --git a/DefaultEngine.ini b/DefaultEngine.ini deleted file mode 100644 index 6c29963..0000000 --- a/DefaultEngine.ini +++ /dev/null @@ -1,509 +0,0 @@ - - -[/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") - diff --git a/Plugins/CyberArchWarehouse/Content/SpatialAnchor/Blueprints/BP_SpatialAnchorOrient.uasset b/Plugins/CyberArchWarehouse/Content/SpatialAnchor/Blueprints/BP_SpatialAnchorOrient.uasset index fda9e40..5d7df85 100644 --- a/Plugins/CyberArchWarehouse/Content/SpatialAnchor/Blueprints/BP_SpatialAnchorOrient.uasset +++ b/Plugins/CyberArchWarehouse/Content/SpatialAnchor/Blueprints/BP_SpatialAnchorOrient.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:07bbd1e462f6bd735771c74ffee485966610e0bba5c2ef21a5b1fe1289366f65 -size 544093 +oid sha256:1e41549c61fa60ecbcc9c599779f35ff96e206e2a7cffc83574fe596af492981 +size 548433 diff --git a/Plugins/CyberArchWarehouse/Source/CyberArchWarehouse/Private/WebUIDisplay.cpp b/Plugins/CyberArchWarehouse/Source/CyberArchWarehouse/Private/WebUIDisplay.cpp index dbfb009..b7ede80 100644 --- a/Plugins/CyberArchWarehouse/Source/CyberArchWarehouse/Private/WebUIDisplay.cpp +++ b/Plugins/CyberArchWarehouse/Source/CyberArchWarehouse/Private/WebUIDisplay.cpp @@ -27,12 +27,12 @@ void AWebUIDisplay::BeginPlay() { Super::BeginPlay(); - APlayerController* MyController = GetWorld()->GetFirstPlayerController(); - MyController->bShowMouseCursor = true; - MyController->bEnableClickEvents = true; - MyController->bEnableMouseOverEvents = true; + //APlayerController* MyController = GetWorld()->GetFirstPlayerController(); + //MyController->bShowMouseCursor = true; + //MyController->bEnableClickEvents = true; + //MyController->bEnableMouseOverEvents = true; - StartServer(); + //StartServer(); //GLTF TESTS //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) { Super::EndPlay(EndPlayReason); - StopServer(); + //StopServer(); } // Called every frame -- GitLab