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- [URL]
- Protocol=unreal
- Name=Player
- Map=Entry
- LocalMap=Entry
- LocalOptions=
- TransitionMap=Entry
- MapExt=changeme
- EXEName=unreal.exe
- DebugEXEName=DEBUG-unreal.exe
- SaveExt=usa
- Port=7777
- PeerPort=7778
- GameName=Default Game Name
- GameNameShort=DGN
- [Engine.ScriptPackages]
- EngineNativePackages=Core
- EngineNativePackages=Engine
- ; This is always needed since there are native UObjects
- EngineNativePackages=GFxUI
- EngineNativePackages=GameFramework
- ; IpDrv is most likely the only package needed here - it's included unless WITH_UE3_NETWORKING is 0. DO NOT put OnlineSubsystem packages here
- NetNativePackages=IpDrv
- EditorPackages=UnrealEd
- ; This is only used when WITH_GFX is true
- ScaleformEditorPackages=GFxUIEditor
- [Engine.Engine]
- NetworkDevice=IpDrv.TcpNetDriver
- FallbackNetworkDevice=IpDrv.TcpNetDriver
- ConsoleClassName=Engine.Console
- GameViewportClientClassName=Engine.GameViewportClient
- LocalPlayerClassName=Engine.LocalPlayer
- DataStoreClientClassName=Engine.DataStoreClient
- ; The language used by the engine
- Language=INT
- bAllowMatureLanguage=FALSE
- GameEngine=Engine.GameEngine
- EditorEngine=UnrealEd.EditorEngine
- UnrealEdEngine=UnrealEd.UnrealEdEngine
- Client=WinDrv.WindowsClient
- Render=Render.Render
- Input=Engine.Input
- Canvas=Engine.Canvas
- TinyFontName=EngineFonts.TinyFont
- SmallFontName=EngineFonts.SmallFont
- MediumFontName=EngineFonts.SmallFont
- LargeFontName=EngineFonts.SmallFont
- SubtitleFontName=EngineFonts.SmallFont
- WireframeMaterialName=EngineDebugMaterials.WireframeMaterial
- DefaultMaterialName=EngineMaterials.DefaultMaterial
- DefaultDecalMaterialName=EngineMaterials.DefaultDecalMaterial
- DefaultTextureName=EngineMaterials.DefaultDiffuse
- DefaultCubeMapName=XComEngineMaterials.Textures.BlackCube
- HeadsTextureName=XComEngineMaterials.Textures.Heads
- EmissiveTexturedMaterialName=EngineMaterials.EmissiveTexturedMaterial
- GeomMaterialName=EngineDebugMaterials.GeomMaterial
- DefaultFogVolumeMaterialName=EngineMaterials.FogVolumeMaterial
- TickMaterialName=EditorMaterials.Tick_Mat
- CrossMaterialName=EditorMaterials.Cross_Mat
- DefaultUICaretMaterialName=EngineMaterials.BlinkingCaret
- SceneCaptureReflectActorMaterialName=EngineMaterials.ScreenMaterial
- SceneCaptureCubeActorMaterialName=EngineMaterials.CubeMaterial
- ScreenDoorNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreq
- BokehTextureName=XComEngineMaterials.Textures.T_Bokeh_CircleRinged
- ImageGrainNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreq
- ; FIRAXIS ADDITION -sboeckmann
- MovementGridMaterialName=UI_3D.Tile.MovementBorder
- MovementGridDotsMaterialName=UI_3D.Tile.MovementTile
- PreIntegratedBRDFTextureName=XComEngineMaterials.Textures.PreIntegratedBRDF
- ; FIRAXIS ADDITION
- ; JMS - texture that contains precomputed areas for the GPU based MLAA method
- MLAAAreaLUTTextureName=EngineMaterials.MLAAAreaLUT
- RandomAngleTextureName=EngineMaterials.RandomAngles
- RandomNormalTextureName=EngineMaterials.RandomNormal2
- RandomMirrorDiscTextureName=EngineMaterials.RandomMirrorDisc
- WeightMapPlaceholderTextureName=EngineMaterials.WeightMapPlaceholderTexture
- ; Firaxis BEGIN
- ; RAM - added to support better terrain blending. Accessed by UnTerrainRender
- TerrainBlendNoiseDefaultTextureName=EngineMaterials.WeightMapPlaceholderTexture
- ; Firaxis END
- LightMapDensityTextureName=EngineMaterials.DefaultWhiteGrid
- LightMapDensityNormalName=EngineMaterials.DefaultNormal
- LevelColorationLitMaterialName=EngineDebugMaterials.LevelColorationLitMaterial
- LevelColorationUnlitMaterialName=EngineDebugMaterials.LevelColorationUnlitMaterial
- LightingTexelDensityName=EngineDebugMaterials.MAT_LevelColorationLitLightmapUVs
- ShadedLevelColorationUnlitMaterialName=EngineDebugMaterials.ShadedLevelColorationUnlitMaterial
- ShadedLevelColorationLitMaterialName=EngineDebugMaterials.ShadedLevelColorationLitMaterial
- RemoveSurfaceMaterialName=EngineMaterials.RemoveSurfaceMaterial
- VertexColorMaterialName=EngineDebugMaterials.VertexColorMaterial
- VertexColorViewModeMaterialName_ColorOnly=EngineDebugMaterials.VertexColorViewMode_ColorOnly
- VertexColorViewModeMaterialName_AlphaAsColor=EngineDebugMaterials.VertexColorViewMode_AlphaAsColor
- VertexColorViewModeMaterialName_RedOnly=EngineDebugMaterials.VertexColorViewMode_RedOnly
- VertexColorViewModeMaterialName_GreenOnly=EngineDebugMaterials.VertexColorViewMode_GreenOnly
- VertexColorViewModeMaterialName_BlueOnly=EngineDebugMaterials.VertexColorViewMode_BlueOnly
- HeatmapMaterialName=EngineDebugMaterials.HeatmapMaterial
- BoneWeightMaterialName=EngineDebugMaterials.BoneWeightMaterial
- TangentColorMaterialName=EngineDebugMaterials.TangentColorMaterial
- EditorBrushMaterialName=EngineMaterials.EditorBrushMaterial
- DefaultPhysMaterialName=EngineMaterials.DefaultPhysicalMaterial
- TextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStreamingBounds_MATInst
- TerrainErrorMaterialName=EngineDebugMaterials.MaterialError_Mat
- ; True if we should combine light/shadow maps together if they're very similar to one another
- bCombineSimilarMappings=False
- ; Maximum root mean square deviation of the image difference allowed for mappings to be combined. Requires bCombineSimilarLightAndShadowMappings to be enabled.
- MaxRMSDForCombiningMappings=6.0
- ImageReflectionTextureSize=1024
- TerrainMaterialMaxTextureCount=16
- TerrainTessellationCheckCount=6
- TerrainTessellationCheckBorder=2.0
- TerrainTessellationCheckDistance=4096.0
- BeginUPTryCount=200000
- bStaticDecalsEnabled=True
- bDynamicDecalsEnabled=True
- bForceStaticTerrain=False
- LightingOnlyBrightness=(R=0.3,G=0.3,B=0.3,A=1.0)
- LightComplexityColors=(R=0,G=0,B=0,A=1)
- LightComplexityColors=(R=0,G=255,B=0,A=1)
- LightComplexityColors=(R=63,G=191,B=0,A=1)
- LightComplexityColors=(R=127,G=127,B=0,A=1)
- LightComplexityColors=(R=191,G=63,B=0,A=1)
- LightComplexityColors=(R=255,G=0,B=0,A=1)
- ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0)
- ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
- ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0)
- ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1.0)
- ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0)
- ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
- ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0)
- ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0)
- ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
- MaxPixelShaderAdditiveComplexityCount=900
- TimeBetweenPurgingPendingKillObjects=60
- bUseTextureStreaming=True
- bUseBackgroundLevelStreaming=True
- bSubtitlesEnabled=True
- bSubtitlesForcedOff=FALSE
- ScoutClassName="Engine.Scout"
- DefaultPostProcessName=EngineMaterials.DefaultScenePostProcess
- DefaultPostProcessSettingsObjName=EngineMaterials.DefaultScenePostProcessSettings
- DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess
- ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
- ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
- ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
- DefaultSoundName=EngineSounds.WhiteNoise
- bOnScreenKismetWarnings=TRUE
- bEnableKismetLogging=FALSE
- ; If setting bAllowDebugViewmodesOnConsoles=TRUE, must also add EngineDebugMaterials to the StartupPackages for console platforms
- bAllowDebugViewmodesOnConsoles=FALSE
- ;FIRAXIS ADDITION
- AllowPostProcessing=TRUE
- ;FIRAXIS END
- CameraRotationThreshold=45.0
- CameraTranslationThreshold=10000
- PrimitiveProbablyVisibleTime = 8.0
- PercentUnoccludedRequeries = 0.125
- MaxOcclusionPixelsFraction = 0.02
- MaxOcclusionSphereRadius = 600
- MinTextureDensity=0.0
- IdealTextureDensity=13.0
- MaxTextureDensity=55.0
- MinLightMapDensity=0.0
- IdealLightMapDensity=0.2
- MaxLightMapDensity=0.4
- RenderLightMapDensityGrayscaleScale=1.0
- RenderLightMapDensityColorScale=1.0
- bRenderLightMapDensityGrayscale=false
- LightMapDensityVertexMappedColor=(R=0.65,G=0.65,B=0.25,A=1.0)
- LightMapDensitySelectedColor=(R=1.0,G=0.2,B=1.0,A=1.0)
- bDisablePhysXHardwareSupport=True
- DemoRecordingDevice=Engine.DemoRecDriver
- bPauseOnLossOfFocus=FALSE
- MaxFluidNumVerts=1048576
- FluidSimulationTimeLimit=30.0
- MaxParticleResize=0
- MaxParticleResizeWarn=0
- bCheckParticleRenderSize=True
- MaxParticleVertexMemory=131972
- NetClientTicksPerSecond=200
- MaxTrackedOcclusionIncrement=0.10
- TrackedOcclusionStepSize=0.10
- MipFadeInSpeed0=0.3
- MipFadeOutSpeed0=0.1
- MipFadeInSpeed1=2.0
- MipFadeOutSpeed1=1.0
- StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.0,Out=(R=255)),(In=30,Out=(R=255,G=255)),(In=45.0,Out=(G=255))))
- StatColorMappings=(StatName="Frametime",ColorMap=((In=1.0,Out=(G=255)),(In=25.0,Out=(G=255)),(In=29.0,Out=(R=255,G=255)),(In=33.0,Out=(R=255))))
- StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.0,Out=(G=255)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.0,Out=(R=255))))
- PhysXGpuHeapSize=32
- PhysXMeshCacheSize=8
- bShouldGenerateSimpleLightmaps=TRUE
- ; Enables normal map sampling when Lightmass is generating 'simple' light maps. This increases lighting build time, but may improve quality when normal maps are used to represent curvature over a large surface area. When this setting is disabled, 'simple' light maps will not take normal maps into account.
- bUseNormalMapsForSimpleLightMaps=TRUE
- bSmoothFrameRate=FALSE
- MinSmoothedFrameRate=22
- MaxSmoothedFrameRate=62
- bCheckForMultiplePawnsSpawnedInAFrame=FALSE
- NumPawnsAllowedToBeSpawnedInAFrame=2
- ; This is the default (additive) color of selected objects in the editor
- DefaultSelectedMaterialColor=(R=0.04,G=0.02,B=0.24,A=1.0)
- ; This is the default (additive) color of hovered objects in the editor
- DefaultHoveredMaterialColor=(R=0.02,G=0.02,B=0.02,A=1.0)
- ; This is the startup state of the OnScreenDebugMessage system
- bEnableOnScreenDebugMessages=true
- AllowScreenDoorFade=False
- AllowNvidiaStereo3d=False
- ; Allows matinee tracks to modify material instances on post process chains
- EnableMatineePostProcessMaterialParam=False
- ; If in a DEBUG build, and DevAbsorbFunc is unsuppressed, the functions in this array will be ignored when throwing warning logs about non-simulated functions being absorbed
- IgnoreSimulatedFuncWarnings=Tick
- NearClipPlane=10.0
- bUseStreamingPause=false
- PercentageToConsiderFullyFocused=0.5
- ; Skin Diffusion Parameters: X = Red Weight, Y = Green Weight, Z = Blue Weight, W = Variance.
- ; Skin Diffusion Parameters: All red weights must add up to 1. (Same with Green and Blue).
- SkinDiffusionProfileParameters[0]=(X=0.233f,Y=0.455f,Z=0.649f,W=0.0064f)
- SkinDiffusionProfileParameters[1]=(X=0.100f,Y=0.336f,Z=0.344f,W=0.0484f)
- SkinDiffusionProfileParameters[2]=(X=0.118f,Y=0.198f,Z=0.000f,W=0.1870f)
- SkinDiffusionProfileParameters[3]=(X=0.113f,Y=0.007f,Z=0.007f,W=0.5670f)
- SkinDiffusionProfileParameters[4]=(X=0.358f,Y=0.004f,Z=0.000f,W=1.9900f)
- SkinDiffusionProfileParameters[5]=(X=0.078f,Y=0.000f,Z=0.000f,W=7.4100f)
- [PlatformInterface]
- CloudStorageInterfaceClassName=
- FacebookIntegrationClassName=
- InGameAdManagerClassName=
- [Engine.SeqAct_Interp]
- ; These control the default rendering overrides for matinee's with director tracks
- ; By default, some features are disabled to make room for cinematic lighting and shadowing
- RenderingOverrides=(bAllowAmbientOcclusion=False,bAllowDominantWholeSceneDynamicShadows=False,bAllowMotionBlurSkinning=False,bAllowTemporalAA=True,bAllowLightShafts=True,bUseLightingLOD=false)
- [Engine.StreamingMovies]
- RenderPriorityPS3=1001
- SuspendGameIO=True
- [Engine.ISVHacks]
- bInitializeShadersOnDemand=True
- DisableATITextureFilterOptimizationChecks=True
- UseMinimalNVIDIADriverShaderOptimization=True
- PumpWindowMessagesWhenRenderThreadStalled=False
- [Engine.GameEngine]
- MaxDeltaTime=0
- [XComGame.XComEngine]
- BodyPartTemplateManagerClassName='XComGame.X2BodyPartTemplateManager'
- EnableThreadedWorldDataBuild=true
- ; mostly copied from 2k4
- [Engine.DemoRecDriver]
- AllowDownloads=True
- DemoSpectatorClass=Engine.PlayerController
- MaxClientRate=25000
- ConnectionTimeout=15.0
- InitialConnectTimeout=30.0
- AckTimeout=1.0
- KeepAliveTime=1.0
- SimLatency=0
- RelevantTimeout=5.0
- SpawnPrioritySeconds=1.0
- ServerTravelPause=4.0
- NetServerMaxTickRate=30
- LanServerMaxTickRate=30
- MaxRewindPoints=30
- RewindPointInterval=1.0
- NumRecentRewindPoints=7
- [Engine.PackagesToAlwaysCook]
- [Engine.StartupPackages]
- bSerializeStartupPackagesFromMemory=TRUE
- bFullyCompressStartupPackages=FALSE
- Package=EngineMaterials
- ; Console platforms will remove EngineDebugMaterials from their StartupPackages
- Package=EngineDebugMaterials
- Package=EngineSounds
- Package=EngineFonts
- Package=SoundClassesAndModes
- Package=UI_3D
- [Engine.PackagesToForceCookPerMap]
- [Core.System]
- MaxObjectsNotConsideredByGC=0
- SizeOfPermanentObjectPool=0
- StaleCacheDays=30
- MaxStaleCacheSize=10
- MaxOverallCacheSize=30
- PackageSizeSoftLimit=300
- AsyncIOBandwidthLimit=0
- CachePath=..\..\%GAME%Game\Cache
- CacheExt=.uxx
- Paths=..\..\Engine\Content
- ScriptPaths=..\..\%GAME%Game\Script
- FRScriptPaths=..\..\%GAME%Game\ScriptFinalRelease
- CutdownPaths=..\..\%GAME%Game\CutdownPackages
- CutdownPaths=..\..\%GAME%Game\Script
- ScreenShotPath=..\..\%GAME%Game\ScreenShots
- LocalizationPaths=..\..\Engine\Localization
- Extensions=upk
- Extensions=u
- Extensions=umap
- SaveLocalizedCookedPackagesInSubdirectories=FALSE
- TextureFileCacheExtension=tfc
- bDisablePromptToRebuildScripts=FALSE
- Suppress=Dev
- Suppress=DevAbsorbFuncs
- Suppress=DevAnim
- Suppress=DevAssetDataBase
- Suppress=DevAudio
- Suppress=DevAudioVerbose
- Suppress=DevBind
- Suppress=DevBsp
- Suppress=DevCamera
- Suppress=DevCollision
- Suppress=DevCompile
- Suppress=DevComponents
- Suppress=DevConfig
- Suppress=DevCooking
- Suppress=DevCrossLevel
- Suppress=DevDataStore
- Suppress=DevDecals
- Suppress=DevFaceFX
- Suppress=DevGFxUI
- Suppress=DevGFxUIWarning
- Suppress=DevGarbage
- Suppress=DevHDDCaching
- Suppress=DevKill
- Suppress=DevLevelTools
- Suppress=DevLightmassSolver
- Suppress=DevLoad
- Suppress=DevMovie
- Suppress=DevNavMesh
- Suppress=DevNavMeshWarning
- Suppress=DevNet
- Suppress=DevNetT`sraffic
- Suppress=DevOnline
- Suppress=DevPath
- Suppress=DevReplace
- Suppress=DevSHA
- Suppress=DevSave
- ;Suppress=DevShaders
- ;Suppress=DevShadersDetailed
- Suppress=DevSound
- Suppress=DevStats
- Suppress=DevStreaming
- Suppress=DevTick
- Suppress=DevUI
- Suppress=DevUIAnimation
- Suppress=DevUIFocus
- Suppress=DevUIStates
- Suppress=DevUIStyles
- Suppress=DevMCP
- Suppress=DevHTTP
- Suppress=DevBeacon
- Suppress=DevBeaconGame
- Suppress=DevOnlineGame
- Suppress=DevMatchmaking
- Suppress=DevMovieCapture
- Suppress=GameStats
- Suppress=Init
- Suppress=Input
- Suppress=Inventory
- Suppress=Localization
- Suppress=LocalizationWarning
- Suppress=PlayerManagement
- Suppress=PlayerMove
- Suppress=MeshCombine
- Suppress=Destruction
- Suppress=ParticleWarn
- [Engine.Client]
- DisplayGamma=2.2
- MinDesiredFrameRate=35.000000
- InitialButtonRepeatDelay=0.2
- ButtonRepeatDelay=0.1
- [WinDrv.WindowsClient]
- AudioDeviceClass=XAudio2.XAudio2Device
- MinAllowableResolutionX=1024
- MinAllowableResolutionY=720
- MaxAllowableResolutionX=0
- MaxAllowableResolutionY=0
- MinAllowableRefreshRate=0
- MaxAllowableRefreshRate=0
- ParanoidDeviceLostChecking=1
- AllowJoystickInput=1
- [XAudio2.XAudio2Device]
- MaxChannels=32
- CommonAudioPoolSize=0
- MinCompressedDurationGame=5
- MinCompressedDurationEditor=4
- LowPassFilterResonance=0.9
- WorkAroundXDKRegression=TRUE
- [ALAudio.ALAudioDevice]
- MaxChannels=32
- CommonAudioPoolSize=0
- MinCompressedDurationGame=5
- MinCompressedDurationEditor=4
- LowPassFilterResonance=0.9
- //DeviceName=Generic Software
- [Engine.Player]
- ConfiguredInternetSpeed=10000
- ConfiguredLanSpeed=20000
- PP_DesaturationMultiplier=1.0
- PP_HighlightsMultiplier=1.0
- PP_MidTonesMultiplier=1.0
- PP_ShadowsMultiplier=1.0
- [IpDrv.TcpNetDriver]
- [IpDrv.TcpNetDriver]
- AllowDownloads=True
- AllowPeerConnections=False
- AllowPeerVoice=False
- ;RAM - MP DEBUGGING
- ConnectionTimeout=2000000.0
- InitialConnectTimeout=6000000.0
- ProblemConnectTime=10000000.0
- ; END MP DEBUGGING
- ;ConnectionTimeout=30.0
- ;InitialConnectTimeout=200.0
- ;ProblemConnectTime=5.0
- AckTimeout=1.0
- KeepAliveTime=0.2
- MaxClientRate=15000
- MaxInternetClientRate=10000
- RelevantTimeout=5.0
- SpawnPrioritySeconds=1.0
- ServerTravelPause=4.0
- NetServerMaxTickRate=30
- LanServerMaxTickRate=35
- DownloadManagers=IpDrv.HTTPDownload
- DownloadManagers=Engine.ChannelDownload
- NetConnectionClassName="IpDrv.TcpipConnection"
- [OnlineSubsystemSteamworks.IpNetDriverSteamworks]
- NetConnectionClassName="OnlineSubsystemSteamworks.IpNetConnectionSteamworks"
- [IpServer.UdpServerQuery]
- GameName=ut
- [IpDrv.UdpBeacon]
- DoBeacon=True
- BeaconTime=0.50
- BeaconTimeout=5.0
- BeaconProduct=ut
- ServerBeaconPort=8777
- BeaconPort=9777
- [TextureStreaming]
- PoolSize=10
- MemoryMargin=20
- MemoryLoss=0
- HysteresisLimit=20
- DropMipLevelsLimit=16
- StopIncreasingLimit=12
- StopStreamingLimit=8
- MinEvictSize=10
- MinFudgeFactor=1
- FudgeFactorIncreaseRateOfChange=0.5
- FudgeFactorDecreaseRateOfChange=-0.4
- MinRequestedMipsToConsider=11
- MinTimeToGuaranteeMinMipCount=2
- MaxTimeToGuaranteeMinMipCount=12
- UseTextureFileCache=TRUE
- LoadMapTimeLimit=20.0
- LightmapStreamingFactor=1.0
- ShadowmapStreamingFactor=1.0
- MaxLightmapRadius=2000.0
- AllowStreamingLightmaps=True
- TextureFileCacheBulkDataAlignment=1
- UsePriorityStreaming=True
- bAllowSwitchingStreamingSystem=False
- UseDynamicStreaming=True
- bEnableAsyncDefrag=False
- bEnableAsyncReallocation=False
- MaxDefragRelocations=256
- MaxDefragDownShift=128
- BoostPlayerTextures=3.0
- TemporalAAMemoryReserve=4.0
- [StreamByURL]
- PostLoadPause=6.0
- [UnrealEd.EditorEngine]
- LocalPlayerClassName=UnrealEd.EditorPlayer
- bSubtitlesEnabled=True
- GridEnabled=True
- SnapScaleEnabled=True
- ScaleGridSize=5
- SnapVertices=False
- SnapDistance=10.000000
- GridSize=(X=16.000000,Y=16.000000,Z=16.000000)
- RotGridEnabled=True
- RotGridSize=(Pitch=1024,Yaw=1024,Roll=1024)
- GameCommandLine=-log
- FOVAngle=90.000000
- GodMode=True
- AutoSaveDir=..\..\Engine\Autosaves
- InvertwidgetZAxis=True
- UseAxisIndicator=True
- MatineeCurveDetail=0.1
- Client=WinDrv.WindowsClient
- CurrentGridSz=4
- bUseMayaCameraControls=True
- bPrefabsLocked=True
- HeightMapExportClassName="TerrainHeightMapExporterTextT3D"
- EditorOnlyContentPackages=EditorMeshes
- EditorOnlyContentPackages=EditorMaterials
- EditorOnlyContentPackages=EditorResources
- EditorOnlyContentPackages=EditorLandscapeResources
- EditPackagesInPath=..\..\Development\Src
- EditPackages=Core
- EditPackages=Engine
- EditPackages=GFxUI
- EditPackages=AkAudio
- EditPackages=GameFramework
- EditPackages=UnrealEd
- EditPackages=GFxUIEditor
- EditPackages=IpDrv
- EditPackages=OnlineSubsystemPC
- EditPackages=OnlineSubsystemLive
- EditPackages=OnlineSubsystemSteamworks
- EditPackages=OnlineSubsystemPSN
- bGroupingActive=TRUE
- bCustomCameraAlignEmitter=TRUE
- CustomCameraAlignEmitterDistance=100.0
- bDrawSocketsInGMode=FALSE
- bSmoothFrameRate=FALSE
- MinSmoothedFrameRate=5
- MaxSmoothedFrameRate=120
- FarClippingPlane=0
- TemplateMapFolders=..\..\Engine\Content\Maps\Templates
- UseOldStyleMICEditorGroups=true
- [UnrealEd.UnrealEdEngine]
- AutoSaveIndex=0
- PackagesToBeFullyLoadedAtStartup=EditorMaterials
- PackagesToBeFullyLoadedAtStartup=EditorMeshes
- PackagesToBeFullyLoadedAtStartup=EditorResources
- PackagesToBeFullyLoadedAtStartup=EngineMaterials
- PackagesToBeFullyLoadedAtStartup=EngineFonts
- PackagesToBeFullyLoadedAtStartup=EngineResources
- PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders
- PackagesToBeFullyLoadedAtStartup=MapTemplateIndex
- [Engine.DataStoreClient]
- GlobalDataStoreClasses="Engine.UIDataStore_GameResource"
- GlobalDataStoreClasses="Engine.UIDataStore_Fonts"
- GlobalDataStoreClasses="Engine.UIDataStore_Registry"
- GlobalDataStoreClasses="Engine.UIDataStore_InputAlias"
- ;PlayerDataStoreClassNames="Engine.UIDataStore_InputAlias"
- [DevOptions.Shaders]
- AutoReloadChangedShaders=True
- bAllowMultiThreadedShaderCompile=True
- bAllowDistributedShaderCompile=False
- bAllowDistributedShaderCompileForBuildPCS=False
- NumUnusedShaderCompilingThreads=1
- ThreadedShaderCompileThreshold=1
- MaxShaderJobBatchSize=30
- PrecompileShadersJobThreshold=40000
- bDumpShaderPDBs=True
- bPromptToRetryFailedShaderCompiles=False
- bAllowCookedShaderCompile=True
- [DevOptions.Debug]
- ShowSelectedLightmap=False
- [StatNotifyProviders]
- BinaryFileStatNotifyProvider=true
- XmlStatNotifyProvider=false
- CsvStatNotifyProvider=false
- StatsNotifyProvider_UDP=true
- PIXNamedCounterProvider=false
- [StatNotifyProviders.StatNotifyProvider_UDP]
- ListenPort=13000
- [RemoteControl]
- SuppressRemoteControlAtStartup=False
- [LogFiles]
- PurgeLogsDays=3
- LogTimes=True
- [AnimationCompression]
- CompressCommandletVersion=2 // Bump this up to trigger full recompression. Otherwise only new animations imported will be recompressed.
- DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_RemoveLinearKeys
- TranslationCompressionFormat=0
- RotationCompressionFormat=1
- AlternativeCompressionThreshold=1.f
- ForceRecompression=False
- bOnlyCheckForMissingSkeletalMeshes=False
- KeyEndEffectorsMatchName=IK
- KeyEndEffectorsMatchName=eye
- KeyEndEffectorsMatchName=weapon
- KeyEndEffectorsMatchName=hand
- KeyEndEffectorsMatchName=attach
- KeyEndEffectorsMatchName=camera
- [IpDrv.OnlineSubsystemCommonImpl]
- MaxLocalTalkers=1
- MaxRemoteTalkers=16
- bIsUsingSpeechRecognition=false
- [IpDrv.OnlineGameInterfaceImpl]
- LanAnnouncePort=14001
- LanQueryTimeout=5.0
- [OnlineSubsystemLive.OnlineSubsystemLive]
- LanAnnouncePort=14001
- VoiceNotificationDelta=0.2
- [Engine.StaticMeshCollectionActor]
- bCookOutStaticMeshActors=false
- MaxStaticMeshComponents=100
- [Engine.StaticLightCollectionActor]
- ;FIRAXIS CHANGE
- bCookOutStaticLightActors=False
- ;FIRAXIS END
- MaxLightComponents=100
- [LiveSock]
- bUseVDP=True
- bUseSecureConnections=true
- MaxDgramSockets=64
- MaxStreamSockets=16
- DefaultRecvBufsizeInK=256
- DefaultSendBufsizeInK=256
- SystemLinkPort=14000
- [CustomStats]
- LD=Streaming fudge factor
- LD=FrameTime
- LD=Terrain Smooth Time
- LD=Terrain Render Time
- LD=Decal Render Time
- LD=Terrain Triangles
- LD=Decal Triangles
- LD=Decal Draw Calls
- LD=Static Mesh Tris
- LD=Skel Mesh Tris
- LD=Skel Verts CPU Skin
- LD=Skel Verts GPU Skin
- LD=30+ FPS
- LD=Total CPU rendering time
- LD=Total GPU rendering time
- LD=Occluded primitives
- LD=Projected shadows
- LD=Visible static mesh elements
- LD=Visible dynamic primitives
- LD=Texture Pool Size
- LD=Physical Memory Used
- LD=Virtual Memory Used
- LD=Audio Memory Used
- LD=Texture Memory Used
- LD=360 Texture Memory Used
- LD=Animation Memory
- LD=Vertex Lighting Memory
- LD=StaticMesh Vertex Memory
- LD=StaticMesh Index Memory
- LD=SkeletalMesh Vertex Memory
- LD=SkeletalMesh Index Memory
- LD=Decal Vertex Memory
- LD=Decal Index Memory
- LD=Decal Interaction Memory
- MEMLEAN=Virtual Memory Used
- MEMLEAN=Audio Memory Used
- MEMLEAN=Animation Memory
- MEMLEAN=FaceFX Cur Mem
- MEMLEAN=Vertex Lighting Memory
- MEMLEAN=StaticMesh Vertex Memory
- MEMLEAN=StaticMesh Index Memory
- MEMLEAN=SkeletalMesh Vertex Memory
- MEMLEAN=SkeletalMesh Index Memory
- MEMLEAN=Decal Vertex Memory
- MEMLEAN=Decal Index Memory
- MEMLEAN=Decal Interaction Memory
- MEMLEAN=VertexShader Memory
- MEMLEAN=PixelShader Memory
- GameThread=Async Loading Time
- GameThread=Audio Update Time
- GameThread=FrameTime
- GameThread=HUD Time
- GameThread=Input Time
- GameThread=Kismet Time
- GameThread=Move Actor Time
- GameThread=RHI Game Tick
- GameThread=RedrawViewports
- GameThread=Script time
- GameThread=Tick Time
- GameThread=Update Components Time
- GameThread=World Tick Time
- GameThread=Async Work Wait
- GameThread=PerFrameCapture
- GameThread=DynamicLightEnvComp Tick
- Mobile=ES2 Draw Calls
- Mobile=ES2 Draw Calls (UP)
- Mobile=ES2 Triangles Drawn
- Mobile=ES2 Triangles Drawn (UP)
- Mobile=ES2 Program Count
- Mobile=ES2 Program Count (PP)
- Mobile=ES2 Program Changes
- Mobile=ES2 Uniform Updates (Bytes)
- Mobile=ES2 Base Texture Binds
- Mobile=ES2 Detail Texture Binds
- Mobile=ES2 Lightmap Texture Binds
- Mobile=ES2 Environment Texture Binds
- Mobile=ES2 Bump Offset Texture Binds
- Mobile=Frustum Culled primitives
- Mobile=Statically occluded primitives
- SplitScreen=Processed primitives
- SplitScreen=Mesh draw calls
- SplitScreen=Mesh Particles
- SplitScreen=Particle Draw Calls
- [MemorySplitClassesToTrack]
- Class=AnimSequence
- Class=AudioComponent
- Class=AudioDevice
- Class=AkAudioDevice
- Class=BrushComponent
- Class=CylinderComponent
- Class=DecalComponent
- Class=DecalManager
- Class=DecalMaterial
- Class=Font
- Class=Level
- Class=Material
- Class=MaterialInstanceConstant
- Class=MaterialInstanceTimeVarying
- Class=Model
- Class=ModelComponent
- Class=MorphTarget
- Class=ParticleModule
- Class=ParticleSystemComponent
- Class=RB_BodyInstance
- Class=RB_BodySetup
- Class=Sequence
- Class=SkeletalMesh
- Class=SkeletalMeshComponent
- Class=SoundCue
- Class=SoundNode
- Class=SoundNodeWave
- Class=StaticMesh
- Class=StaticMeshActor
- Class=StaticMeshCollectionActor
- Class=StaticMeshComponent
- Class=Terrain
- Class=TerrainComponent
- Class=Texture2D
- Class=UIRoot
- [MemLeakCheckExtraExecsToRun]
- Cmd="obj list class=StaticMesh -Alphasort -DetailedInfo"
- Cmd="obj list class=StaticMeshActor -ALPHASORT -DetailedInfo"
- Cmd="obj list class=StaticMeshCollectionActor -ALPHASORT -DetailedInfo"
- Cmd="obj list class=TextureMovie -Alphasort -DetailedInfo"
- Cmd="obj list class=Level -ALPHASORT -DetailedInfo"
- Cmd="lightenv list volumes"
- Cmd="lightenv list transition"
- Cmd="ListThreads"
- [ConfigCoalesceFilter]
- FilterOut=%GAME%Engine.ini
- FilterOut=%GAME%Editor.ini
- FilterOut=%GAME%Input.ini
- FilterOut=%GAME%Lightmass.ini
- FilterOut=%GAME%Game.ini
- FilterOut=%GAME%GameDedicatedServer.ini
- FilterOut=%GAME%UI.ini
- FilterOut=%GAME%Compat.ini
- FilterOut=%GAME%EngineG4WLive.ini
- FilterOut=%GAME%EngineG4WLiveDedicatedServer.ini
- FilterOut=%GAME%EngineNoLive.ini
- FilterOut=%GAME%EngineNoLiveDedicatedServer.ini
- FilterOut=%GAME%EditorKeyBindings.ini
- FilterOut=%GAME%EditorUserSettings.ini
- FilterOut=%GAME%EngineSteamworks.ini
- FilterOut=Descriptions.int
- FilterOut=Editor.int
- FilterOut=EditorTips.int
- FilterOut=UnrealEd.int
- FilterOut=WinDrv.int
- FilterOut=XWindow.int
- FilterOut=GfxUIEditor.int
- FilterOut=Properties.int
- [TaskPerfTracking]
- bUseTaskPerfTracking=TRUE
- RemoteConnectionIP="10.1.20.20"
- ConnectionString="Provider=sqloledb;Data Source=production-db;Initial Catalog=EngineTaskPerf;Trusted_Connection=Yes;Connection Timeout=2"
- RemoteConnectionStringOverride="Data Source=production-db;Initial Catalog=EngineTaskPerf;Integrated Security=True;Pooling=False;Asynchronous Processing=True;Network Library=dbmssocn"
- [TaskPerfMemDatabase]
- bUseTaskPerfMemDatabase=TRUE
- RemoteConnectionIP="10.1.20.20"
- ConnectionString="Provider=sqloledb;Data Source=dev-db;Initial Catalog=PerfMem;Trusted_Connection=Yes;Connection Timeout=2"
- RemoteConnectionStringOverride="Data Source=dev-db;Initial Catalog=PerfMem;Integrated Security=True;Pooling=True;Asynchronous Processing=True;Network Library=dbmssocn"
- [MemoryPools]
- FLightPrimitiveInteractionInitialBlockSize=512
- FModShadowPrimitiveInteractionInitialBlockSize=512
- [SystemSettings]
- ; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
- bUseMaxQualityMode=False
- StaticDecals=True
- DynamicDecals=False
- UnbatchedDecals=True
- DecalCullDistanceScale=1.0
- DynamicLights=True
- DynamicShadows=False
- OnlyStaticShadows=True
- OnlyDirectionalShadows=True
- DynamicShadowsFromDominantLights=False
- LevelOfShadowsFromMeshParticles=0
- LightEnvironmentShadows=True
- CompositeDynamicLights=True
- SHSecondaryLighting=True
- DirectionalLightmaps=True
- MotionBlur=True
- MotionBlurPause=True
- MotionBlurSkinning=1
- DepthOfField=False
- AmbientOcclusion=False
- SSAO=False
- AODownsampleFactor=2
- ScreenSpaceReflections=False
- Bloom=False
- DirtyLens=False
- bAllowLightShafts=True
- Distortion=True
- FilteredDistortion=True
- DropParticleDistortion=False
- bAllowDownsampledTranslucency=True
- DownsampledTransluencyDistanceThreshold=1000.0
- FOWEnvelopeSpeed=170
- bForceLowResFOW=False
- bHighQualityFOWFiltering=False
- DOFQuality=0
- FXAAQuality=0
- TextureLODBias=3
- SpeedTreeLeaves=True
- SpeedTreeFronds=True
- OnlyStreamInTextures=False
- LensFlares=True
- FogVolumes=True
- FloatingPointRenderTargets=True
- OneFrameThreadLag=True
- UseVsync=True
- UpscaleScreenPercentage=True
- Fullscreen=true
- LockMouseToWindow=False
- BorderlessWindow=False
- AllowD3D11=False
- AllowOpenGL=False
- AllowRadialBlur=True
- AllowSubsurfaceScattering=False
- AllowImageReflections=False
- AllowImageReflectionShadowing=False
- bAllowSeparateTranslucency=False
- bAllowPostprocessMLAA=False
- bAllowLPVs=TRUE
- iNumLPV_SHBands=2
- CubeMapFilterLevel=1
- SkeletalMeshLODBias=0
- ParticleLODBias=0
- DetailMode=2
- DecalDetailMode=0
- MaxDrawDistanceScale=1
- LDMaxDrawDistanceMode=0
- LDMaxDrawDistance=4000
- ShadowFilterQualityBias=0
- MaxAnisotropy=4
- MaxTextureFiltering=1
- MaxMultiSamples=1
- bAllowTemporalAA=False
- bUseLightingLOD=false
- TemporalAA_MinDepth=500
- TemporalAA_StartDepthVelocityScale=100
- MinShadowResolution=32
- MinPreShadowResolution=16
- MaxShadowResolution=512
- MaxWholeSceneDominantShadowResolution=512
- ShadowFadeResolution=128
- PreShadowFadeResolution=0.5
- ShadowDistanceFadeFactor=1
- ShadowFadeExponent=.25
- ScreenPercentage=100.000000
- SceneCaptureStreamingMultiplier=1.000000
- ShadowTexelsPerPixel=1.0
- PreShadowResolutionFactor=.5
- bEnableVSMShadows=False
- bEnableBranchingPCFShadows=False
- bAllowHardwareShadowFiltering=False
- TessellationAdaptivePixelsPerTriangle=48.0
- bEnableForegroundShadowsOnWorld=False
- bEnableForegroundSelfShadowing=False
- bAllowWholeSceneDominantShadows=True
- bUseConservativeShadowBounds=False
- ShadowFilterRadius=10
- ; This is the default per-object shadow depth bias, larger values reduce self shadowing artifacts but increase the disconnect between caster and where the shadow starts
- ShadowDepthBias=0.015
- ; This controls the 'fade in' region between a caster and where his shadow shows up. Larger values make a smaller region which will have more self shadowing artifacts.
- PerObjectShadowTransition=300
- ; This is used to get the penumbra size in further CSM cascades to match up more closely with closer cascades, even though they are a different underlying resolution density
- CSMSplitPenumbraScale=.5
- ; This scales PerObjectShadowTransition for the further cascades, can be used to increase or decrease the soft transition for the further cascades
- CSMSplitSoftTransitionDistanceScale=4
- ; This scales ShadowDepthBias for the further cascades
- CSMSplitDepthBiasScale=.5
- ; Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming
- CSMMinimumFOV=40
- ; The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps
- CSMFOVRoundFactor=4
- UnbuiltWholeSceneDynamicShadowRadius=20000
- UnbuiltNumWholeSceneDynamicShadowCascades=3
- WholeSceneShadowUnbuiltInteractionThreshold=50
- bAllowFracturedDamage=True
- NumFracturedPartsScale=1.0
- FractureDirectSpawnChanceScale=1.0
- FractureRadialSpawnChanceScale=1.0
- FractureCullDistanceScale=1.0
- bForceCPUAccessToGPUSkinVerts=false
- bDisableSkeletalInstanceWeights=false
- HighPrecisionGBuffers=False
- ;override setting (defaulted off) that when enabled, will turn off all expensive mobile features (fog, bump, environment mapping, rim lighting, spec, texture blending)
- MobileFeatureLevel=0
- ;turn on all mobile features by default
- MobileFog=True
- MobileSpecular=True
- MobileBumpOffset=True
- MobileNormalMapping=True
- MobileEnvMapping=True
- MobileRimLighting=True
- MobileColorBlending=True
- MobileVertexMovement=True
- MobileOcclusionQueries=False
- MobileLODBias=-0.5
- ;mobile skeletal mesh bone limit
- MobileBoneCount=75
- ;limit for number of weights that will influence a skeletal mesh on mobile devices
- MobileBoneWeightCount=2
- ;If true, will load from optimized shaders on device, otherwise will load from the unprocessed "source" shaders
- MobileUsePreprocessedShaders=True
- ;Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime
- MobileFlashRedForUncachedShaders=False
- ;On mobile device, whether to load the shaders at startup or load on demand
- MobileWarmUpPreprocessedShaders=True
- ;Used to create a cache of shaders that were seen during an example run on PC
- MobileCachePreprocessedShaders=False
- ;Generates profiling information for generated shaders
- MobileProfilePreprocessedShaders=False
- ;Whether to slim down generated shader code during cooking
- MobileUseCPreprocessorOnShaders=True
- ;Whether to load the generated code from teh cooker
- MobileLoadCPreprocessedShaders=True
- ;Whether to share pixel programs or re-compile per "shader" (vertex & pixel combo)
- MobileSharePixelShaders=True
- ;Whether to share vertex programs or re-compile per "shader" (vertex & pixel combo)
- MobileShareVertexShaders=True
- ;Whether to share shaders (vertex & pixel) or re-compile for identical shaders
- MobileShareShaderPrograms=True
- ;Whether mobile antialiasing is enabled
- MobileEnableMSAA=False
- ;Whether secondary displays are allowed
- MobileAllowSecondaryDisplays=False
- MobileSeconaryDisplayMaximumWidth=1280.0
- MobileSeconaryDisplayMaximumHeight=720.0
- MobileContentScaleFactor=1.0
- MobileVertexScratchBufferSize=150
- MobileIndexScratchBufferSize=10
- ApexLODResourceBudget=1000000000000000000000.0
- ApexDestructionMaxChunkIslandCount=2147483647
- ApexDestructionMaxChunkSeparationLOD=1.0
- bEnableParallelAPEXClothingFetch=False
- ApexLODResourceBudget=1000000000000000000000.0
- ApexDestructionMaxChunkIslandCount=2500
- ApexDestructionMaxShapeCount=0
- ApexDestructionMaxChunkSeparationLOD=1.0
- ApexDestructionMaxActorCreatesPerFrame=-1
- ApexDestructionMaxFracturesProcessedPerFrame=-1
- ApexDestructionSortByBenefit=True
- ApexGRBEnable=false
- ApexGRBGPUMemSceneSize=128
- ApexGRBGPUMemTempDataSize=128
- ApexGRBMeshCellSize=7.5
- ApexGRBNonPenSolverPosIterCount=9;
- ApexGRBFrictionSolverPosIterCount=3;
- ApexGRBFrictionSolverVelIterCount=3;
- ApexGRBSkinWidth=0.025
- ApexGRBMaxLinearAcceleration=1000000.0
- bEnableParallelAPEXClothingFetch=True
- bApexClothingAsyncFetchResults=False
- ApexClothingAvgSimFrequencyWindow=60
- ApexClothingAllowAsyncCooking=True
- ApexClothingAllowApexWorkBetweenSubsteps=FALSE
- TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point)
- TEXTUREGROUP_World1x2=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point)
- TEXTUREGROUP_World1x4=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point)
- TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear,MipFilter=point)
- TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
- TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point)
- TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
- TEXTUREGROUP_TextureArray=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point)
- [SystemSettingsEditor]
- ; System settings overrides for the editor. Ideally the editor should use the same settings as the game.
- [SystemSettingsSplitScreen2]
- ; System settings overrides for split screen
- bAllowWholeSceneDominantShadows=False
- bAllowLightShafts=False
- ; Use medium detail mode in splitscreen, this allows LD's to mark meshes as High detail and they won't render in SS
- DetailMode=1
- [SystemSettingsMobile]
- BasedOn=SystemSettings
- ;mobile apps should default to fullscreen
- Fullscreen=True
- BorderlessWindow=False
- ;disable standard lighting path for mobile devices
- DirectionalLightmaps=False
- DynamicLights=False
- SHSecondaryLighting=False
- StaticDecals=True
- DynamicDecals=False
- UnbatchedDecals=False
- ;Disable post-process settings
- MotionBlur=FALSE
- MotionBlurPause=FALSE
- DepthOfField=FALSE
- AmbientOcclusion=FALSE
- Bloom=FALSE
- Distortion=FALSE
- FilteredDistortion=FALSE
- DropParticleDistortion=TRUE
- FloatingPointRenderTargets=FALSE
- MaxAnisotropy=2
- MaxTextureFiltering=3
- bAllowLightShafts=FALSE
- ; Enabling dynamic shadows on mobile will currently enable 'planar' shadows, which are only appropriate
- ; for certain types of scenes
- DynamicShadows=False
- [SystemSettingsMobileTextureBias]
- BasedOn=SystemSettingsMobile
- ;Bias Texture settings by 1 LOD
- TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_World1x2=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point)
- TEXTUREGROUP_World1x4=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point)
- TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point)
- TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
- TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- ; Settings for iPhone 3GS only
- [SystemSettingsIPhone3GS]
- BasedOn=SystemSettingsMobileTextureBias
- MobileEnableMSAA=True
- ; Settings for iPhone 4 only
- [SystemSettingsIPhone4]
- BasedOn=SystemSettingsMobile
- MobileContentScaleFactor=2.0
- ; Settings for iPod Touch 4 only
- [SystemSettingsIPodTouch4]
- BasedOn=SystemSettingsMobileTextureBias
- MobileContentScaleFactor=2.0
- ; Settings for iPad only
- [SystemSettingsIPad]
- BasedOn=SystemSettingsMobileTextureBias
- ;Force iPad to turn off select features that are too expensive for ipad (fog, bump, environment mapping, rim lighting, spec, texture blending)
- MobileFeatureLevel=1
- MobileFog=False
- MobileSpecular=False
- MobileBumpOffset=False
- MobileNormalMapping=False
- MobileEnvMapping=False
- MobileRimLighting=False
- ; Scale down on iPad
- ; Saves noticable frame time and smooths out aliasing somewhat due to filtering in the upsample
- MobileContentScaleFactor=0.9375
- ; Settings for iPad2 only
- [SystemSettingsIPad2]
- BasedOn=SystemSettingsMobile
- MobileEnableMSAA=True
- MobileAllowSecondaryDisplays=True
- ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
- ;Bloom=TRUE
- ;DepthOfField=TRUE
- ; Lightshafts don't work on ES2
- ;bAllowLightShafts=TRUE
- [SystemSettingsAndroid]
- BasedOn=SystemSettingsMobileTextureBias
- [Engine.PhysicsLODVerticalEmitter]
- ParticlePercentage=100
- [Engine.OnlineSubsystem]
- NamedInterfaceDefs=(InterfaceName="RecentPlayersList",InterfaceClassName="Engine.OnlineRecentPlayersList")
- AsyncMinCompletionTime=0.0
- [Engine.OnlineRecentPlayersList]
- MaxRecentPlayers=100
- MaxRecentParties=5
- [VoIP]
- VolumeThreshold=0.2
- bHasVoiceEnabled=true
- [FullScreenMovie]
- bForceNoMovies=FALSE
- [IPDrv.WebConnection]
- MaxValueLength=512
- MaxLineLength=4096
- [IPDrv.WebServer]
- ApplicationPaths[0]=/ServerAdmin
- ApplicationPaths[1]=/images
- ;;Applications[0]=UWeb.HelloWeb
- ;;ApplicationPaths[0]=/Hello
- ListenPort=80
- MaxConnections=18
- ExpirationSeconds=86400
- bEnabled=false
- [IPDrv.WebResponse]
- IncludePath=/Web
- CharSet=iso-8859-1
- [TextureTracking]
- #TextureName=T_GD_Traffic_Crosswalk_01
- [AnimNotify]
- Trail_MaxSampleRate=200.0
- [Engine.UIDataStore_OnlinePlayerData]
- PartyChatProviderClassName=Engine.UIDataProvider_OnlinePartyChatList
- [Engine.LocalPlayer]
- AspectRatioAxisConstraint=AspectRatio_MaintainXFOV
- [MobileSupport]
- bShouldCachePVRTCTextures=False
- bShouldFlattenMaterials=False
- FlattenedTextureResolutionBias=0
- UDKRemotePort=41765
- UDKRemotePortPIE=41766
- [Engine.GameViewportClient]
- bDebugNoGFxUI=FALSE
- bUseHardwareCursorWhenWindowed=TRUE
- # this probably needs be a lot more complicated and be similiar to the summary gather we do in MemLeakCheck
- [ContentComparisonReferenceTypes]
- +Class=AnimSet
- +Class=SkeletalMesh
- +Class=SoundCue
- +Class=StaticMesh
- +Class=ParticleSystem
- +Class=Texture2D
- [AppCompat]
- FIRAXIS-CompatLevel=-3
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