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[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/StackOBot/Maps/LVL_MainMenu.LVL_MainMenu
GameInstanceClass=/Game/StackOBot/Blueprints/Framework/GI_StackOBot.GI_StackOBot_C
EditorStartupMap=/Game/StackOBot/Maps/Lvl_Empty.Lvl_Empty
GlobalDefaultGameMode=/Game/StackOBot/Blueprints/Framework/GM_InGame.GM_InGame_C

[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum

[/Script/Engine.RendererSettings]
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.Shadow.Virtual.Enable=1
r.VirtualTextures=True
r.SupportSkyAtmosphereAffectsHeightFog=True
r.SupportStationarySkylight=False
r.AllowStaticLighting=False
r.Lumen.TraceMeshSDFs=1
r.SkinCache.CompileShaders=True
r.RayTracing=True
r.RayTracing.RayTracingProxies.ProjectEnabled=True
r.Lumen.Reflections.HardwareRayTracing.Translucent.Refraction.EnableForProject=False
r.MobileHDR=True
r.Mobile.AntiAliasing=1
r.Mobile.ShadingPath=0
r.Mobile.VirtualTextures=False
r.Mobile.AllowDitheredLODTransition=False
r.Mobile.AmbientOcclusion=True
r.Mobile.DBuffer=False
r.Mobile.ScreenSpaceReflections=True
r.Mobile.Forward.EnableLocalLights=1
r.Mobile.AllowDeferredShadingOpenGL=False

[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
bEnableWorldPartition=False
bEnableConversionPrompt=False
CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet



[/Script/Engine.CollisionProfile]

-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)

-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)

-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)

-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)

-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)

-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)

-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)

-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)

-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)

-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)

-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)

-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)

-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)

-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)

-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)

-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)

-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)

-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)

+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")

+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")

+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")

+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")

+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")

+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.")

+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")

+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")

+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")

+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")

+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")

+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")

+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")

+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")

+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")

+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")

+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")

+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")

+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="Trigger")

-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")

-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")

-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")

-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")

-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")

+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")

+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")

+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")

+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")

+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")

-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")

-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")

-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")

-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")

+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")

+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")

+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")

+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")



[/Script/WindowsTargetPlatform.WindowsTargetSettings]

DefaultGraphicsRHI=DefaultGraphicsRHI_DX12

-D3D12TargetedShaderFormats=PCD3D_SM5

+D3D12TargetedShaderFormats=PCD3D_SM6

-D3D11TargetedShaderFormats=PCD3D_SM5

+D3D11TargetedShaderFormats=PCD3D_SM5

Compiler=Default

AudioSampleRate=48000

AudioCallbackBufferFrameSize=1024

AudioNumBuffersToEnqueue=1

AudioMaxChannels=0

AudioNumSourceWorkers=4

SpatializationPlugin=

SourceDataOverridePlugin=

ReverbPlugin=

OcclusionPlugin=

CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0)

CacheSizeKB=65536

MaxChunkSizeOverrideKB=0

bResampleForDevice=False

MaxSampleRate=48000.000000

HighSampleRate=32000.000000

MedSampleRate=24000.000000

LowSampleRate=12000.000000

MinSampleRate=8000.000000

CompressionQualityModifier=1.000000

AutoStreamingThreshold=0.000000

SoundCueCookQualityIndex=-1



[/Script/Engine.PhysicsSettings]

bTickPhysicsAsync=False

bSubsteppingAsync=False

bSubstepping=False

bEnableEnhancedDeterminism=False

MaxDepenetrationVelocity=100.000000

MinContactOffset=1.000000

MaxContactOffset=2.000000

bEnableStabilization=True

InitialAverageFrameRate=0.018000

ChaosSettings=(DefaultThreadingModel=SingleThread,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double)

SolverOptions=(PositionIterations=8,VelocityIterations=2,ProjectionIterations=1,CollisionMarginFraction=0.050000,CollisionMarginMax=10.000000,CollisionCullDistance=3.000000,CollisionMaxPushOutVelocity=1000.000000,CollisionInitialOverlapDepenetrationVelocity=-1.000000,ClusterConnectionFactor=1.000000,ClusterUnionConnectionType=DelaunayTriangulation,DestructionSettings=(PerAdvanceBreaksAllowed=2147483647,PerAdvanceBreaksRescheduleLimit=2147483647,ClusteringParticleReleaseThrottlingMinCount=-1,ClusteringParticleReleaseThrottlingMaxCount=-1,bOptimizeForRuntimeMemory=False),bGenerateCollisionData=False,CollisionFilterSettings=(FilterEnabled=False,MinMass=0.000000,MinSpeed=0.000000,MinImpulse=0.000000),bGenerateBreakData=False,BreakingFilterSettings=(FilterEnabled=False,MinMass=0.000000,MinSpeed=0.000000,MinVolume=0.000000),bGenerateTrailingData=False,TrailingFilterSettings=(FilterEnabled=False,MinMass=0.000000,MinSpeed=0.000000,MinVolume=0.000000))



[/Script/AIModule.AISystem]

bEnableDebuggerPlugin=True

bForgetStaleActors=True



[/Script/NavigationSystem.RecastNavMesh]

bForceRebuildOnLoad=True

RuntimeGeneration=Dynamic



[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]

bEnablePlugin=True

bAllowNetworkConnection=True

SecurityToken=AD47F705426EDBD4592D3D9E7B888DE5

bIncludeInShipping=False

bAllowExternalStartInShipping=False

bCompileAFSProject=False

bUseCompression=False

bLogFiles=False

bReportStats=False

ConnectionType=USBOnly

bUseManualIPAddress=False

ManualIPAddress=