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  1. [URL]
  2. Protocol=unreal
  3. Name=Player
  4. Map=Entry
  5. LocalMap=Entry
  6. LocalOptions=
  7. TransitionMap=Entry
  8. MapExt=changeme
  9. EXEName=unreal.exe
  10. DebugEXEName=DEBUG-unreal.exe
  11. SaveExt=usa
  12. Port=7777
  13. PeerPort=7778
  14. GameName=Default Game Name
  15. GameNameShort=DGN
  16.  
  17. [Engine.ScriptPackages]
  18. EngineNativePackages=Core
  19. EngineNativePackages=Engine
  20. ; This is always needed since there are native UObjects
  21. EngineNativePackages=GFxUI
  22. EngineNativePackages=GameFramework
  23. ; IpDrv is most likely the only package needed here - it's included unless WITH_UE3_NETWORKING is 0. DO NOT put OnlineSubsystem packages here
  24. NetNativePackages=IpDrv
  25. EditorPackages=UnrealEd
  26. ; This is only used when WITH_GFX is true
  27. ScaleformEditorPackages=GFxUIEditor
  28.  
  29. [Engine.Engine]
  30. NetworkDevice=IpDrv.TcpNetDriver
  31. FallbackNetworkDevice=IpDrv.TcpNetDriver
  32. ConsoleClassName=Engine.Console
  33. GameViewportClientClassName=Engine.GameViewportClient
  34. LocalPlayerClassName=Engine.LocalPlayer
  35. DataStoreClientClassName=Engine.DataStoreClient
  36. ; The language used by the engine
  37. Language=INT
  38. bAllowMatureLanguage=FALSE
  39. GameEngine=Engine.GameEngine
  40. EditorEngine=UnrealEd.EditorEngine
  41. UnrealEdEngine=UnrealEd.UnrealEdEngine
  42. Client=WinDrv.WindowsClient
  43. Render=Render.Render
  44. Input=Engine.Input
  45. Canvas=Engine.Canvas
  46. TinyFontName=EngineFonts.TinyFont
  47. SmallFontName=EngineFonts.SmallFont
  48. MediumFontName=EngineFonts.SmallFont
  49. LargeFontName=EngineFonts.SmallFont
  50. SubtitleFontName=EngineFonts.SmallFont
  51. WireframeMaterialName=EngineDebugMaterials.WireframeMaterial
  52. DefaultMaterialName=EngineMaterials.DefaultMaterial
  53. DefaultDecalMaterialName=EngineMaterials.DefaultDecalMaterial
  54. DefaultTextureName=EngineMaterials.DefaultDiffuse
  55. DefaultCubeMapName=XComEngineMaterials.Textures.BlackCube
  56. HeadsTextureName=XComEngineMaterials.Textures.Heads
  57. EmissiveTexturedMaterialName=EngineMaterials.EmissiveTexturedMaterial
  58. GeomMaterialName=EngineDebugMaterials.GeomMaterial
  59. DefaultFogVolumeMaterialName=EngineMaterials.FogVolumeMaterial
  60. TickMaterialName=EditorMaterials.Tick_Mat
  61. CrossMaterialName=EditorMaterials.Cross_Mat
  62. DefaultUICaretMaterialName=EngineMaterials.BlinkingCaret
  63. SceneCaptureReflectActorMaterialName=EngineMaterials.ScreenMaterial
  64. SceneCaptureCubeActorMaterialName=EngineMaterials.CubeMaterial
  65. ScreenDoorNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreq
  66. BokehTextureName=XComEngineMaterials.Textures.T_Bokeh_CircleRinged
  67. ImageGrainNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreq
  68. ; FIRAXIS ADDITION -sboeckmann
  69. MovementGridMaterialName=UI_3D.Tile.MovementBorder
  70. MovementGridDotsMaterialName=UI_3D.Tile.MovementTile
  71. PreIntegratedBRDFTextureName=XComEngineMaterials.Textures.PreIntegratedBRDF
  72. ; FIRAXIS ADDITION
  73. ; JMS - texture that contains precomputed areas for the GPU based MLAA method
  74. MLAAAreaLUTTextureName=EngineMaterials.MLAAAreaLUT
  75. RandomAngleTextureName=EngineMaterials.RandomAngles
  76. RandomNormalTextureName=EngineMaterials.RandomNormal2
  77. RandomMirrorDiscTextureName=EngineMaterials.RandomMirrorDisc
  78. WeightMapPlaceholderTextureName=EngineMaterials.WeightMapPlaceholderTexture
  79. ; Firaxis BEGIN
  80. ; RAM - added to support better terrain blending. Accessed by UnTerrainRender
  81. TerrainBlendNoiseDefaultTextureName=EngineMaterials.WeightMapPlaceholderTexture
  82. ; Firaxis END
  83. LightMapDensityTextureName=EngineMaterials.DefaultWhiteGrid
  84. LightMapDensityNormalName=EngineMaterials.DefaultNormal
  85. LevelColorationLitMaterialName=EngineDebugMaterials.LevelColorationLitMaterial
  86. LevelColorationUnlitMaterialName=EngineDebugMaterials.LevelColorationUnlitMaterial
  87. LightingTexelDensityName=EngineDebugMaterials.MAT_LevelColorationLitLightmapUVs
  88. ShadedLevelColorationUnlitMaterialName=EngineDebugMaterials.ShadedLevelColorationUnlitMaterial
  89. ShadedLevelColorationLitMaterialName=EngineDebugMaterials.ShadedLevelColorationLitMaterial
  90. RemoveSurfaceMaterialName=EngineMaterials.RemoveSurfaceMaterial
  91. VertexColorMaterialName=EngineDebugMaterials.VertexColorMaterial
  92. VertexColorViewModeMaterialName_ColorOnly=EngineDebugMaterials.VertexColorViewMode_ColorOnly
  93. VertexColorViewModeMaterialName_AlphaAsColor=EngineDebugMaterials.VertexColorViewMode_AlphaAsColor
  94. VertexColorViewModeMaterialName_RedOnly=EngineDebugMaterials.VertexColorViewMode_RedOnly
  95. VertexColorViewModeMaterialName_GreenOnly=EngineDebugMaterials.VertexColorViewMode_GreenOnly
  96. VertexColorViewModeMaterialName_BlueOnly=EngineDebugMaterials.VertexColorViewMode_BlueOnly
  97. HeatmapMaterialName=EngineDebugMaterials.HeatmapMaterial
  98. BoneWeightMaterialName=EngineDebugMaterials.BoneWeightMaterial
  99. TangentColorMaterialName=EngineDebugMaterials.TangentColorMaterial
  100. EditorBrushMaterialName=EngineMaterials.EditorBrushMaterial
  101. DefaultPhysMaterialName=EngineMaterials.DefaultPhysicalMaterial
  102. TextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStreamingBounds_MATInst
  103. TerrainErrorMaterialName=EngineDebugMaterials.MaterialError_Mat
  104.  
  105. ; True if we should combine light/shadow maps together if they're very similar to one another
  106. bCombineSimilarMappings=False
  107.  
  108. ; Maximum root mean square deviation of the image difference allowed for mappings to be combined. Requires bCombineSimilarLightAndShadowMappings to be enabled.
  109. MaxRMSDForCombiningMappings=6.0
  110.  
  111. ImageReflectionTextureSize=1024
  112. TerrainMaterialMaxTextureCount=16
  113. TerrainTessellationCheckCount=6
  114. TerrainTessellationCheckBorder=2.0
  115. TerrainTessellationCheckDistance=4096.0
  116. BeginUPTryCount=200000
  117. bStaticDecalsEnabled=True
  118. bDynamicDecalsEnabled=True
  119. bForceStaticTerrain=False
  120. LightingOnlyBrightness=(R=0.3,G=0.3,B=0.3,A=1.0)
  121. LightComplexityColors=(R=0,G=0,B=0,A=1)
  122. LightComplexityColors=(R=0,G=255,B=0,A=1)
  123. LightComplexityColors=(R=63,G=191,B=0,A=1)
  124. LightComplexityColors=(R=127,G=127,B=0,A=1)
  125. LightComplexityColors=(R=191,G=63,B=0,A=1)
  126. LightComplexityColors=(R=255,G=0,B=0,A=1)
  127. ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0)
  128. ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
  129. ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0)
  130. ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1.0)
  131. ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0)
  132. ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
  133. ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0)
  134. ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0)
  135. ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
  136. MaxPixelShaderAdditiveComplexityCount=900
  137. TimeBetweenPurgingPendingKillObjects=60
  138. bUseTextureStreaming=True
  139. bUseBackgroundLevelStreaming=True
  140. bSubtitlesEnabled=True
  141. bSubtitlesForcedOff=FALSE
  142. ScoutClassName="Engine.Scout"
  143. DefaultPostProcessName=EngineMaterials.DefaultScenePostProcess
  144. DefaultPostProcessSettingsObjName=EngineMaterials.DefaultScenePostProcessSettings
  145. DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess
  146. ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
  147. ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
  148. ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
  149. DefaultSoundName=EngineSounds.WhiteNoise
  150. bOnScreenKismetWarnings=TRUE
  151. bEnableKismetLogging=FALSE
  152. ; If setting bAllowDebugViewmodesOnConsoles=TRUE, must also add EngineDebugMaterials to the StartupPackages for console platforms
  153. bAllowDebugViewmodesOnConsoles=FALSE
  154. ;FIRAXIS ADDITION
  155. AllowPostProcessing=TRUE
  156. ;FIRAXIS END
  157. CameraRotationThreshold=45.0
  158. CameraTranslationThreshold=10000
  159. PrimitiveProbablyVisibleTime = 8.0
  160. PercentUnoccludedRequeries = 0.125
  161. MaxOcclusionPixelsFraction = 0.02
  162. MaxOcclusionSphereRadius = 600
  163. MinTextureDensity=0.0
  164. IdealTextureDensity=13.0
  165. MaxTextureDensity=55.0
  166. MinLightMapDensity=0.0
  167. IdealLightMapDensity=0.2
  168. MaxLightMapDensity=0.4
  169. RenderLightMapDensityGrayscaleScale=1.0
  170. RenderLightMapDensityColorScale=1.0
  171. bRenderLightMapDensityGrayscale=false
  172. LightMapDensityVertexMappedColor=(R=0.65,G=0.65,B=0.25,A=1.0)
  173. LightMapDensitySelectedColor=(R=1.0,G=0.2,B=1.0,A=1.0)
  174. bDisablePhysXHardwareSupport=True
  175. DemoRecordingDevice=Engine.DemoRecDriver
  176. bPauseOnLossOfFocus=FALSE
  177. MaxFluidNumVerts=1048576
  178. FluidSimulationTimeLimit=30.0
  179. MaxParticleResize=0
  180. MaxParticleResizeWarn=0
  181. bCheckParticleRenderSize=True
  182. MaxParticleVertexMemory=131972
  183. NetClientTicksPerSecond=200
  184. MaxTrackedOcclusionIncrement=0.10
  185. TrackedOcclusionStepSize=0.10
  186. MipFadeInSpeed0=0.3
  187. MipFadeOutSpeed0=0.1
  188. MipFadeInSpeed1=2.0
  189. MipFadeOutSpeed1=1.0
  190. StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.0,Out=(R=255)),(In=30,Out=(R=255,G=255)),(In=45.0,Out=(G=255))))
  191. 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))))
  192. 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))))
  193. PhysXGpuHeapSize=32
  194. PhysXMeshCacheSize=8
  195. bShouldGenerateSimpleLightmaps=TRUE
  196.  
  197. ; 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.
  198. bUseNormalMapsForSimpleLightMaps=TRUE
  199.  
  200. bSmoothFrameRate=FALSE
  201. MinSmoothedFrameRate=22
  202. MaxSmoothedFrameRate=62
  203. bCheckForMultiplePawnsSpawnedInAFrame=FALSE
  204. NumPawnsAllowedToBeSpawnedInAFrame=2
  205. ; This is the default (additive) color of selected objects in the editor
  206. DefaultSelectedMaterialColor=(R=0.04,G=0.02,B=0.24,A=1.0)
  207. ; This is the default (additive) color of hovered objects in the editor
  208. DefaultHoveredMaterialColor=(R=0.02,G=0.02,B=0.02,A=1.0)
  209. ; This is the startup state of the OnScreenDebugMessage system
  210. bEnableOnScreenDebugMessages=true
  211. AllowScreenDoorFade=False
  212. AllowNvidiaStereo3d=False
  213. ; Allows matinee tracks to modify material instances on post process chains
  214. EnableMatineePostProcessMaterialParam=False
  215. ; 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
  216. IgnoreSimulatedFuncWarnings=Tick
  217. NearClipPlane=10.0
  218. bUseStreamingPause=false
  219. PercentageToConsiderFullyFocused=0.5
  220.  
  221. ; Skin Diffusion Parameters: X = Red Weight, Y = Green Weight, Z = Blue Weight, W = Variance.
  222. ; Skin Diffusion Parameters: All red weights must add up to 1. (Same with Green and Blue).
  223. SkinDiffusionProfileParameters[0]=(X=0.233f,Y=0.455f,Z=0.649f,W=0.0064f)
  224. SkinDiffusionProfileParameters[1]=(X=0.100f,Y=0.336f,Z=0.344f,W=0.0484f)
  225. SkinDiffusionProfileParameters[2]=(X=0.118f,Y=0.198f,Z=0.000f,W=0.1870f)
  226. SkinDiffusionProfileParameters[3]=(X=0.113f,Y=0.007f,Z=0.007f,W=0.5670f)
  227. SkinDiffusionProfileParameters[4]=(X=0.358f,Y=0.004f,Z=0.000f,W=1.9900f)
  228. SkinDiffusionProfileParameters[5]=(X=0.078f,Y=0.000f,Z=0.000f,W=7.4100f)
  229.  
  230. [PlatformInterface]
  231. CloudStorageInterfaceClassName=
  232. FacebookIntegrationClassName=
  233. InGameAdManagerClassName=
  234.  
  235. [Engine.SeqAct_Interp]
  236. ; These control the default rendering overrides for matinee's with director tracks
  237. ; By default, some features are disabled to make room for cinematic lighting and shadowing
  238. RenderingOverrides=(bAllowAmbientOcclusion=False,bAllowDominantWholeSceneDynamicShadows=False,bAllowMotionBlurSkinning=False,bAllowTemporalAA=True,bAllowLightShafts=True,bUseLightingLOD=false)
  239.  
  240. [Engine.StreamingMovies]
  241. RenderPriorityPS3=1001
  242. SuspendGameIO=True
  243.  
  244. [Engine.ISVHacks]
  245. bInitializeShadersOnDemand=True
  246. DisableATITextureFilterOptimizationChecks=True
  247. UseMinimalNVIDIADriverShaderOptimization=True
  248. PumpWindowMessagesWhenRenderThreadStalled=False
  249.  
  250. [Engine.GameEngine]
  251. MaxDeltaTime=0
  252.  
  253. [XComGame.XComEngine]
  254. BodyPartTemplateManagerClassName='XComGame.X2BodyPartTemplateManager'
  255. EnableThreadedWorldDataBuild=true
  256.  
  257. ; mostly copied from 2k4
  258. [Engine.DemoRecDriver]
  259. AllowDownloads=True
  260. DemoSpectatorClass=Engine.PlayerController
  261. MaxClientRate=25000
  262. ConnectionTimeout=15.0
  263. InitialConnectTimeout=30.0
  264. AckTimeout=1.0
  265. KeepAliveTime=1.0
  266. SimLatency=0
  267. RelevantTimeout=5.0
  268. SpawnPrioritySeconds=1.0
  269. ServerTravelPause=4.0
  270. NetServerMaxTickRate=30
  271. LanServerMaxTickRate=30
  272. MaxRewindPoints=30
  273. RewindPointInterval=1.0
  274. NumRecentRewindPoints=7
  275.  
  276. [Engine.PackagesToAlwaysCook]
  277.  
  278. [Engine.StartupPackages]
  279. bSerializeStartupPackagesFromMemory=TRUE
  280. bFullyCompressStartupPackages=FALSE
  281. Package=EngineMaterials
  282. ; Console platforms will remove EngineDebugMaterials from their StartupPackages
  283. Package=EngineDebugMaterials
  284. Package=EngineSounds
  285. Package=EngineFonts
  286. Package=SoundClassesAndModes
  287. Package=UI_3D
  288.  
  289. [Engine.PackagesToForceCookPerMap]
  290.  
  291. [Core.System]
  292. MaxObjectsNotConsideredByGC=0
  293. SizeOfPermanentObjectPool=0
  294. StaleCacheDays=30
  295. MaxStaleCacheSize=10
  296. MaxOverallCacheSize=30
  297. PackageSizeSoftLimit=300
  298. AsyncIOBandwidthLimit=0
  299. CachePath=..\..\%GAME%Game\Cache
  300. CacheExt=.uxx
  301. Paths=..\..\Engine\Content
  302. ScriptPaths=..\..\%GAME%Game\Script
  303. FRScriptPaths=..\..\%GAME%Game\ScriptFinalRelease
  304. CutdownPaths=..\..\%GAME%Game\CutdownPackages
  305. CutdownPaths=..\..\%GAME%Game\Script
  306. ScreenShotPath=..\..\%GAME%Game\ScreenShots
  307. LocalizationPaths=..\..\Engine\Localization
  308. Extensions=upk
  309. Extensions=u
  310. Extensions=umap
  311. SaveLocalizedCookedPackagesInSubdirectories=FALSE
  312. TextureFileCacheExtension=tfc
  313. bDisablePromptToRebuildScripts=FALSE
  314. Suppress=Dev
  315. Suppress=DevAbsorbFuncs
  316. Suppress=DevAnim
  317. Suppress=DevAssetDataBase
  318. Suppress=DevAudio
  319. Suppress=DevAudioVerbose
  320. Suppress=DevBind
  321. Suppress=DevBsp
  322. Suppress=DevCamera
  323. Suppress=DevCollision
  324. Suppress=DevCompile
  325. Suppress=DevComponents
  326. Suppress=DevConfig
  327. Suppress=DevCooking
  328. Suppress=DevCrossLevel
  329. Suppress=DevDataStore
  330. Suppress=DevDecals
  331. Suppress=DevFaceFX
  332. Suppress=DevGFxUI
  333. Suppress=DevGFxUIWarning
  334. Suppress=DevGarbage
  335. Suppress=DevHDDCaching
  336. Suppress=DevKill
  337. Suppress=DevLevelTools
  338. Suppress=DevLightmassSolver
  339. Suppress=DevLoad
  340. Suppress=DevMovie
  341. Suppress=DevNavMesh
  342. Suppress=DevNavMeshWarning
  343. Suppress=DevNet
  344. Suppress=DevNetT`sraffic
  345. Suppress=DevOnline
  346. Suppress=DevPath
  347. Suppress=DevReplace
  348. Suppress=DevSHA
  349. Suppress=DevSave
  350. ;Suppress=DevShaders
  351. ;Suppress=DevShadersDetailed
  352. Suppress=DevSound
  353. Suppress=DevStats
  354. Suppress=DevStreaming
  355. Suppress=DevTick
  356. Suppress=DevUI
  357. Suppress=DevUIAnimation
  358. Suppress=DevUIFocus
  359. Suppress=DevUIStates
  360. Suppress=DevUIStyles
  361. Suppress=DevMCP
  362. Suppress=DevHTTP
  363. Suppress=DevBeacon
  364. Suppress=DevBeaconGame
  365. Suppress=DevOnlineGame
  366. Suppress=DevMatchmaking
  367. Suppress=DevMovieCapture
  368. Suppress=GameStats
  369. Suppress=Init
  370. Suppress=Input
  371. Suppress=Inventory
  372. Suppress=Localization
  373. Suppress=LocalizationWarning
  374. Suppress=PlayerManagement
  375. Suppress=PlayerMove
  376. Suppress=MeshCombine
  377. Suppress=Destruction
  378. Suppress=ParticleWarn
  379. [Engine.Client]
  380. DisplayGamma=2.2
  381. MinDesiredFrameRate=35.000000
  382. InitialButtonRepeatDelay=0.2
  383. ButtonRepeatDelay=0.1
  384.  
  385. [WinDrv.WindowsClient]
  386. AudioDeviceClass=XAudio2.XAudio2Device
  387. MinAllowableResolutionX=1024
  388. MinAllowableResolutionY=720
  389. MaxAllowableResolutionX=0
  390. MaxAllowableResolutionY=0
  391. MinAllowableRefreshRate=0
  392. MaxAllowableRefreshRate=0
  393. ParanoidDeviceLostChecking=1
  394. AllowJoystickInput=1
  395.  
  396. [XAudio2.XAudio2Device]
  397. MaxChannels=32
  398. CommonAudioPoolSize=0
  399. MinCompressedDurationGame=5
  400. MinCompressedDurationEditor=4
  401. LowPassFilterResonance=0.9
  402. WorkAroundXDKRegression=TRUE
  403.  
  404. [ALAudio.ALAudioDevice]
  405. MaxChannels=32
  406. CommonAudioPoolSize=0
  407. MinCompressedDurationGame=5
  408. MinCompressedDurationEditor=4
  409. LowPassFilterResonance=0.9
  410. //DeviceName=Generic Software
  411.  
  412. [Engine.Player]
  413. ConfiguredInternetSpeed=10000
  414. ConfiguredLanSpeed=20000
  415. PP_DesaturationMultiplier=1.0
  416. PP_HighlightsMultiplier=1.0
  417. PP_MidTonesMultiplier=1.0
  418. PP_ShadowsMultiplier=1.0
  419.  
  420. [IpDrv.TcpNetDriver]
  421.  
  422. [IpDrv.TcpNetDriver]
  423. AllowDownloads=True
  424. AllowPeerConnections=False
  425. AllowPeerVoice=False
  426. ;RAM - MP DEBUGGING
  427. ConnectionTimeout=2000000.0
  428. InitialConnectTimeout=6000000.0
  429. ProblemConnectTime=10000000.0
  430. ; END MP DEBUGGING
  431. ;ConnectionTimeout=30.0
  432. ;InitialConnectTimeout=200.0
  433. ;ProblemConnectTime=5.0
  434. AckTimeout=1.0
  435. KeepAliveTime=0.2
  436. MaxClientRate=15000
  437. MaxInternetClientRate=10000
  438. RelevantTimeout=5.0
  439. SpawnPrioritySeconds=1.0
  440. ServerTravelPause=4.0
  441. NetServerMaxTickRate=30
  442. LanServerMaxTickRate=35
  443. DownloadManagers=IpDrv.HTTPDownload
  444. DownloadManagers=Engine.ChannelDownload
  445. NetConnectionClassName="IpDrv.TcpipConnection"
  446.  
  447. [OnlineSubsystemSteamworks.IpNetDriverSteamworks]
  448. NetConnectionClassName="OnlineSubsystemSteamworks.IpNetConnectionSteamworks"
  449.  
  450. [IpServer.UdpServerQuery]
  451. GameName=ut
  452.  
  453. [IpDrv.UdpBeacon]
  454. DoBeacon=True
  455. BeaconTime=0.50
  456. BeaconTimeout=5.0
  457. BeaconProduct=ut
  458. ServerBeaconPort=8777
  459. BeaconPort=9777
  460.  
  461. [TextureStreaming]
  462. PoolSize=10
  463. MemoryMargin=20
  464. MemoryLoss=0
  465. HysteresisLimit=20
  466. DropMipLevelsLimit=16
  467. StopIncreasingLimit=12
  468. StopStreamingLimit=8
  469. MinEvictSize=10
  470. MinFudgeFactor=1
  471. FudgeFactorIncreaseRateOfChange=0.5
  472. FudgeFactorDecreaseRateOfChange=-0.4
  473. MinRequestedMipsToConsider=11
  474. MinTimeToGuaranteeMinMipCount=2
  475. MaxTimeToGuaranteeMinMipCount=12
  476. UseTextureFileCache=TRUE
  477. LoadMapTimeLimit=20.0
  478. LightmapStreamingFactor=1.0
  479. ShadowmapStreamingFactor=1.0
  480. MaxLightmapRadius=2000.0
  481. AllowStreamingLightmaps=True
  482. TextureFileCacheBulkDataAlignment=1
  483. UsePriorityStreaming=True
  484. bAllowSwitchingStreamingSystem=False
  485. UseDynamicStreaming=True
  486. bEnableAsyncDefrag=False
  487. bEnableAsyncReallocation=False
  488. MaxDefragRelocations=256
  489. MaxDefragDownShift=128
  490. BoostPlayerTextures=3.0
  491. TemporalAAMemoryReserve=4.0
  492.  
  493. [StreamByURL]
  494. PostLoadPause=6.0
  495.  
  496. [UnrealEd.EditorEngine]
  497. LocalPlayerClassName=UnrealEd.EditorPlayer
  498. bSubtitlesEnabled=True
  499. GridEnabled=True
  500. SnapScaleEnabled=True
  501. ScaleGridSize=5
  502. SnapVertices=False
  503. SnapDistance=10.000000
  504. GridSize=(X=16.000000,Y=16.000000,Z=16.000000)
  505. RotGridEnabled=True
  506. RotGridSize=(Pitch=1024,Yaw=1024,Roll=1024)
  507. GameCommandLine=-log
  508. FOVAngle=90.000000
  509. GodMode=True
  510. AutoSaveDir=..\..\Engine\Autosaves
  511. InvertwidgetZAxis=True
  512. UseAxisIndicator=True
  513. MatineeCurveDetail=0.1
  514. Client=WinDrv.WindowsClient
  515. CurrentGridSz=4
  516. bUseMayaCameraControls=True
  517. bPrefabsLocked=True
  518. HeightMapExportClassName="TerrainHeightMapExporterTextT3D"
  519. EditorOnlyContentPackages=EditorMeshes
  520. EditorOnlyContentPackages=EditorMaterials
  521. EditorOnlyContentPackages=EditorResources
  522. EditorOnlyContentPackages=EditorLandscapeResources
  523. EditPackagesInPath=..\..\Development\Src
  524. EditPackages=Core
  525. EditPackages=Engine
  526. EditPackages=GFxUI
  527. EditPackages=AkAudio
  528. EditPackages=GameFramework
  529. EditPackages=UnrealEd
  530. EditPackages=GFxUIEditor
  531. EditPackages=IpDrv
  532. EditPackages=OnlineSubsystemPC
  533. EditPackages=OnlineSubsystemLive
  534. EditPackages=OnlineSubsystemSteamworks
  535. EditPackages=OnlineSubsystemPSN
  536. bGroupingActive=TRUE
  537. bCustomCameraAlignEmitter=TRUE
  538. CustomCameraAlignEmitterDistance=100.0
  539. bDrawSocketsInGMode=FALSE
  540. bSmoothFrameRate=FALSE
  541. MinSmoothedFrameRate=5
  542. MaxSmoothedFrameRate=120
  543. FarClippingPlane=0
  544. TemplateMapFolders=..\..\Engine\Content\Maps\Templates
  545. UseOldStyleMICEditorGroups=true
  546.  
  547. [UnrealEd.UnrealEdEngine]
  548. AutoSaveIndex=0
  549. PackagesToBeFullyLoadedAtStartup=EditorMaterials
  550. PackagesToBeFullyLoadedAtStartup=EditorMeshes
  551. PackagesToBeFullyLoadedAtStartup=EditorResources
  552. PackagesToBeFullyLoadedAtStartup=EngineMaterials
  553. PackagesToBeFullyLoadedAtStartup=EngineFonts
  554. PackagesToBeFullyLoadedAtStartup=EngineResources
  555. PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders
  556. PackagesToBeFullyLoadedAtStartup=MapTemplateIndex
  557.  
  558. [Engine.DataStoreClient]
  559. GlobalDataStoreClasses="Engine.UIDataStore_GameResource"
  560. GlobalDataStoreClasses="Engine.UIDataStore_Fonts"
  561. GlobalDataStoreClasses="Engine.UIDataStore_Registry"
  562. GlobalDataStoreClasses="Engine.UIDataStore_InputAlias"
  563. ;PlayerDataStoreClassNames="Engine.UIDataStore_InputAlias"
  564.  
  565. [DevOptions.Shaders]
  566. AutoReloadChangedShaders=True
  567. bAllowMultiThreadedShaderCompile=True
  568. bAllowDistributedShaderCompile=False
  569. bAllowDistributedShaderCompileForBuildPCS=False
  570. NumUnusedShaderCompilingThreads=1
  571. ThreadedShaderCompileThreshold=1
  572. MaxShaderJobBatchSize=30
  573. PrecompileShadersJobThreshold=40000
  574. bDumpShaderPDBs=True
  575. bPromptToRetryFailedShaderCompiles=False
  576. bAllowCookedShaderCompile=True
  577.  
  578. [DevOptions.Debug]
  579. ShowSelectedLightmap=False
  580.  
  581. [StatNotifyProviders]
  582. BinaryFileStatNotifyProvider=true
  583. XmlStatNotifyProvider=false
  584. CsvStatNotifyProvider=false
  585. StatsNotifyProvider_UDP=true
  586. PIXNamedCounterProvider=false
  587.  
  588. [StatNotifyProviders.StatNotifyProvider_UDP]
  589. ListenPort=13000
  590.  
  591. [RemoteControl]
  592. SuppressRemoteControlAtStartup=False
  593.  
  594. [LogFiles]
  595. PurgeLogsDays=3
  596. LogTimes=True
  597.  
  598. [AnimationCompression]
  599. CompressCommandletVersion=2 // Bump this up to trigger full recompression. Otherwise only new animations imported will be recompressed.
  600. DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_RemoveLinearKeys
  601. TranslationCompressionFormat=0
  602. RotationCompressionFormat=1
  603. AlternativeCompressionThreshold=1.f
  604. ForceRecompression=False
  605. bOnlyCheckForMissingSkeletalMeshes=False
  606. KeyEndEffectorsMatchName=IK
  607. KeyEndEffectorsMatchName=eye
  608. KeyEndEffectorsMatchName=weapon
  609. KeyEndEffectorsMatchName=hand
  610. KeyEndEffectorsMatchName=attach
  611. KeyEndEffectorsMatchName=camera
  612.  
  613. [IpDrv.OnlineSubsystemCommonImpl]
  614. MaxLocalTalkers=1
  615. MaxRemoteTalkers=16
  616. bIsUsingSpeechRecognition=false
  617.  
  618. [IpDrv.OnlineGameInterfaceImpl]
  619. LanAnnouncePort=14001
  620. LanQueryTimeout=5.0
  621.  
  622. [OnlineSubsystemLive.OnlineSubsystemLive]
  623. LanAnnouncePort=14001
  624. VoiceNotificationDelta=0.2
  625.  
  626. [Engine.StaticMeshCollectionActor]
  627. bCookOutStaticMeshActors=false
  628. MaxStaticMeshComponents=100
  629.  
  630. [Engine.StaticLightCollectionActor]
  631. ;FIRAXIS CHANGE
  632. bCookOutStaticLightActors=False
  633. ;FIRAXIS END
  634. MaxLightComponents=100
  635.  
  636. [LiveSock]
  637. bUseVDP=True
  638. bUseSecureConnections=true
  639. MaxDgramSockets=64
  640. MaxStreamSockets=16
  641. DefaultRecvBufsizeInK=256
  642. DefaultSendBufsizeInK=256
  643. SystemLinkPort=14000
  644.  
  645. [CustomStats]
  646. LD=Streaming fudge factor
  647. LD=FrameTime
  648. LD=Terrain Smooth Time
  649. LD=Terrain Render Time
  650. LD=Decal Render Time
  651. LD=Terrain Triangles
  652. LD=Decal Triangles
  653. LD=Decal Draw Calls
  654. LD=Static Mesh Tris
  655. LD=Skel Mesh Tris
  656. LD=Skel Verts CPU Skin
  657. LD=Skel Verts GPU Skin
  658. LD=30+ FPS
  659. LD=Total CPU rendering time
  660. LD=Total GPU rendering time
  661. LD=Occluded primitives
  662. LD=Projected shadows
  663. LD=Visible static mesh elements
  664. LD=Visible dynamic primitives
  665. LD=Texture Pool Size
  666. LD=Physical Memory Used
  667. LD=Virtual Memory Used
  668. LD=Audio Memory Used
  669. LD=Texture Memory Used
  670. LD=360 Texture Memory Used
  671. LD=Animation Memory
  672. LD=Vertex Lighting Memory
  673. LD=StaticMesh Vertex Memory
  674. LD=StaticMesh Index Memory
  675. LD=SkeletalMesh Vertex Memory
  676. LD=SkeletalMesh Index Memory
  677. LD=Decal Vertex Memory
  678. LD=Decal Index Memory
  679. LD=Decal Interaction Memory
  680. MEMLEAN=Virtual Memory Used
  681. MEMLEAN=Audio Memory Used
  682. MEMLEAN=Animation Memory
  683. MEMLEAN=FaceFX Cur Mem
  684. MEMLEAN=Vertex Lighting Memory
  685. MEMLEAN=StaticMesh Vertex Memory
  686. MEMLEAN=StaticMesh Index Memory
  687. MEMLEAN=SkeletalMesh Vertex Memory
  688. MEMLEAN=SkeletalMesh Index Memory
  689. MEMLEAN=Decal Vertex Memory
  690. MEMLEAN=Decal Index Memory
  691. MEMLEAN=Decal Interaction Memory
  692. MEMLEAN=VertexShader Memory
  693. MEMLEAN=PixelShader Memory
  694. GameThread=Async Loading Time
  695. GameThread=Audio Update Time
  696. GameThread=FrameTime
  697. GameThread=HUD Time
  698. GameThread=Input Time
  699. GameThread=Kismet Time
  700. GameThread=Move Actor Time
  701. GameThread=RHI Game Tick
  702. GameThread=RedrawViewports
  703. GameThread=Script time
  704. GameThread=Tick Time
  705. GameThread=Update Components Time
  706. GameThread=World Tick Time
  707. GameThread=Async Work Wait
  708. GameThread=PerFrameCapture
  709. GameThread=DynamicLightEnvComp Tick
  710. Mobile=ES2 Draw Calls
  711. Mobile=ES2 Draw Calls (UP)
  712. Mobile=ES2 Triangles Drawn
  713. Mobile=ES2 Triangles Drawn (UP)
  714. Mobile=ES2 Program Count
  715. Mobile=ES2 Program Count (PP)
  716. Mobile=ES2 Program Changes
  717. Mobile=ES2 Uniform Updates (Bytes)
  718. Mobile=ES2 Base Texture Binds
  719. Mobile=ES2 Detail Texture Binds
  720. Mobile=ES2 Lightmap Texture Binds
  721. Mobile=ES2 Environment Texture Binds
  722. Mobile=ES2 Bump Offset Texture Binds
  723. Mobile=Frustum Culled primitives
  724. Mobile=Statically occluded primitives
  725. SplitScreen=Processed primitives
  726. SplitScreen=Mesh draw calls
  727. SplitScreen=Mesh Particles
  728. SplitScreen=Particle Draw Calls
  729.  
  730. [MemorySplitClassesToTrack]
  731. Class=AnimSequence
  732. Class=AudioComponent
  733. Class=AudioDevice
  734. Class=AkAudioDevice
  735. Class=BrushComponent
  736. Class=CylinderComponent
  737. Class=DecalComponent
  738. Class=DecalManager
  739. Class=DecalMaterial
  740. Class=Font
  741. Class=Level
  742. Class=Material
  743. Class=MaterialInstanceConstant
  744. Class=MaterialInstanceTimeVarying
  745. Class=Model
  746. Class=ModelComponent
  747. Class=MorphTarget
  748. Class=ParticleModule
  749. Class=ParticleSystemComponent
  750. Class=RB_BodyInstance
  751. Class=RB_BodySetup
  752. Class=Sequence
  753. Class=SkeletalMesh
  754. Class=SkeletalMeshComponent
  755. Class=SoundCue
  756. Class=SoundNode
  757. Class=SoundNodeWave
  758. Class=StaticMesh
  759. Class=StaticMeshActor
  760. Class=StaticMeshCollectionActor
  761. Class=StaticMeshComponent
  762. Class=Terrain
  763. Class=TerrainComponent
  764. Class=Texture2D
  765. Class=UIRoot
  766.  
  767. [MemLeakCheckExtraExecsToRun]
  768. Cmd="obj list class=StaticMesh -Alphasort -DetailedInfo"
  769. Cmd="obj list class=StaticMeshActor -ALPHASORT -DetailedInfo"
  770. Cmd="obj list class=StaticMeshCollectionActor -ALPHASORT -DetailedInfo"
  771. Cmd="obj list class=TextureMovie -Alphasort -DetailedInfo"
  772. Cmd="obj list class=Level -ALPHASORT -DetailedInfo"
  773. Cmd="lightenv list volumes"
  774. Cmd="lightenv list transition"
  775. Cmd="ListThreads"
  776.  
  777. [ConfigCoalesceFilter]
  778. FilterOut=%GAME%Engine.ini
  779. FilterOut=%GAME%Editor.ini
  780. FilterOut=%GAME%Input.ini
  781. FilterOut=%GAME%Lightmass.ini
  782. FilterOut=%GAME%Game.ini
  783. FilterOut=%GAME%GameDedicatedServer.ini
  784. FilterOut=%GAME%UI.ini
  785. FilterOut=%GAME%Compat.ini
  786. FilterOut=%GAME%EngineG4WLive.ini
  787. FilterOut=%GAME%EngineG4WLiveDedicatedServer.ini
  788. FilterOut=%GAME%EngineNoLive.ini
  789. FilterOut=%GAME%EngineNoLiveDedicatedServer.ini
  790. FilterOut=%GAME%EditorKeyBindings.ini
  791. FilterOut=%GAME%EditorUserSettings.ini
  792. FilterOut=%GAME%EngineSteamworks.ini
  793. FilterOut=Descriptions.int
  794. FilterOut=Editor.int
  795. FilterOut=EditorTips.int
  796. FilterOut=UnrealEd.int
  797. FilterOut=WinDrv.int
  798. FilterOut=XWindow.int
  799. FilterOut=GfxUIEditor.int
  800. FilterOut=Properties.int
  801.  
  802. [TaskPerfTracking]
  803. bUseTaskPerfTracking=TRUE
  804. RemoteConnectionIP="10.1.20.20"
  805. ConnectionString="Provider=sqloledb;Data Source=production-db;Initial Catalog=EngineTaskPerf;Trusted_Connection=Yes;Connection Timeout=2"
  806. RemoteConnectionStringOverride="Data Source=production-db;Initial Catalog=EngineTaskPerf;Integrated Security=True;Pooling=False;Asynchronous Processing=True;Network Library=dbmssocn"
  807.  
  808. [TaskPerfMemDatabase]
  809. bUseTaskPerfMemDatabase=TRUE
  810. RemoteConnectionIP="10.1.20.20"
  811. ConnectionString="Provider=sqloledb;Data Source=dev-db;Initial Catalog=PerfMem;Trusted_Connection=Yes;Connection Timeout=2"
  812. RemoteConnectionStringOverride="Data Source=dev-db;Initial Catalog=PerfMem;Integrated Security=True;Pooling=True;Asynchronous Processing=True;Network Library=dbmssocn"
  813.  
  814. [MemoryPools]
  815. FLightPrimitiveInteractionInitialBlockSize=512
  816. FModShadowPrimitiveInteractionInitialBlockSize=512
  817.  
  818. [SystemSettings]
  819. ; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
  820. bUseMaxQualityMode=False
  821. StaticDecals=True
  822. DynamicDecals=False
  823. UnbatchedDecals=True
  824. DecalCullDistanceScale=1.0
  825. DynamicLights=True
  826. DynamicShadows=False
  827. OnlyStaticShadows=True
  828. OnlyDirectionalShadows=True
  829. DynamicShadowsFromDominantLights=False
  830. LevelOfShadowsFromMeshParticles=0
  831. LightEnvironmentShadows=True
  832. CompositeDynamicLights=True
  833. SHSecondaryLighting=True
  834. DirectionalLightmaps=True
  835. MotionBlur=True
  836. MotionBlurPause=True
  837. MotionBlurSkinning=1
  838. DepthOfField=False
  839. AmbientOcclusion=False
  840. SSAO=False
  841. AODownsampleFactor=2
  842. ScreenSpaceReflections=False
  843. Bloom=False
  844. DirtyLens=False
  845. bAllowLightShafts=True
  846. Distortion=True
  847. FilteredDistortion=True
  848. DropParticleDistortion=False
  849. bAllowDownsampledTranslucency=True
  850. DownsampledTransluencyDistanceThreshold=1000.0
  851. FOWEnvelopeSpeed=170
  852. bForceLowResFOW=False
  853. bHighQualityFOWFiltering=False
  854. DOFQuality=0
  855. FXAAQuality=0
  856. TextureLODBias=3
  857. SpeedTreeLeaves=True
  858. SpeedTreeFronds=True
  859. OnlyStreamInTextures=False
  860. LensFlares=True
  861. FogVolumes=True
  862. FloatingPointRenderTargets=True
  863. OneFrameThreadLag=True
  864. UseVsync=True
  865. UpscaleScreenPercentage=True
  866. Fullscreen=true
  867. LockMouseToWindow=False
  868. BorderlessWindow=False
  869. AllowD3D11=False
  870. AllowOpenGL=False
  871. AllowRadialBlur=True
  872. AllowSubsurfaceScattering=False
  873. AllowImageReflections=False
  874. AllowImageReflectionShadowing=False
  875. bAllowSeparateTranslucency=False
  876. bAllowPostprocessMLAA=False
  877. bAllowLPVs=TRUE
  878. iNumLPV_SHBands=2
  879. CubeMapFilterLevel=1
  880. SkeletalMeshLODBias=0
  881. ParticleLODBias=0
  882. DetailMode=2
  883. DecalDetailMode=0
  884. MaxDrawDistanceScale=1
  885. LDMaxDrawDistanceMode=0
  886. LDMaxDrawDistance=4000
  887. ShadowFilterQualityBias=0
  888. MaxAnisotropy=4
  889. MaxTextureFiltering=1
  890. MaxMultiSamples=1
  891. bAllowTemporalAA=False
  892. bUseLightingLOD=false
  893. TemporalAA_MinDepth=500
  894. TemporalAA_StartDepthVelocityScale=100
  895. MinShadowResolution=32
  896. MinPreShadowResolution=16
  897. MaxShadowResolution=512
  898. MaxWholeSceneDominantShadowResolution=512
  899. ShadowFadeResolution=128
  900. PreShadowFadeResolution=0.5
  901. ShadowDistanceFadeFactor=1
  902. ShadowFadeExponent=.25
  903. ScreenPercentage=100.000000
  904. SceneCaptureStreamingMultiplier=1.000000
  905. ShadowTexelsPerPixel=1.0
  906. PreShadowResolutionFactor=.5
  907. bEnableVSMShadows=False
  908. bEnableBranchingPCFShadows=False
  909. bAllowHardwareShadowFiltering=False
  910. TessellationAdaptivePixelsPerTriangle=48.0
  911. bEnableForegroundShadowsOnWorld=False
  912. bEnableForegroundSelfShadowing=False
  913. bAllowWholeSceneDominantShadows=True
  914. bUseConservativeShadowBounds=False
  915. ShadowFilterRadius=10
  916. ; 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
  917. ShadowDepthBias=0.015
  918. ; 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.
  919. PerObjectShadowTransition=300
  920. ; 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
  921. CSMSplitPenumbraScale=.5
  922. ; This scales PerObjectShadowTransition for the further cascades, can be used to increase or decrease the soft transition for the further cascades
  923. CSMSplitSoftTransitionDistanceScale=4
  924. ; This scales ShadowDepthBias for the further cascades
  925. CSMSplitDepthBiasScale=.5
  926. ; Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming
  927. CSMMinimumFOV=40
  928. ; The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps
  929. CSMFOVRoundFactor=4
  930. UnbuiltWholeSceneDynamicShadowRadius=20000
  931. UnbuiltNumWholeSceneDynamicShadowCascades=3
  932. WholeSceneShadowUnbuiltInteractionThreshold=50
  933. bAllowFracturedDamage=True
  934. NumFracturedPartsScale=1.0
  935. FractureDirectSpawnChanceScale=1.0
  936. FractureRadialSpawnChanceScale=1.0
  937. FractureCullDistanceScale=1.0
  938. bForceCPUAccessToGPUSkinVerts=false
  939. bDisableSkeletalInstanceWeights=false
  940. HighPrecisionGBuffers=False
  941. ;override setting (defaulted off) that when enabled, will turn off all expensive mobile features (fog, bump, environment mapping, rim lighting, spec, texture blending)
  942. MobileFeatureLevel=0
  943. ;turn on all mobile features by default
  944. MobileFog=True
  945. MobileSpecular=True
  946. MobileBumpOffset=True
  947. MobileNormalMapping=True
  948. MobileEnvMapping=True
  949. MobileRimLighting=True
  950. MobileColorBlending=True
  951. MobileVertexMovement=True
  952. MobileOcclusionQueries=False
  953. MobileLODBias=-0.5
  954. ;mobile skeletal mesh bone limit
  955. MobileBoneCount=75
  956. ;limit for number of weights that will influence a skeletal mesh on mobile devices
  957. MobileBoneWeightCount=2
  958. ;If true, will load from optimized shaders on device, otherwise will load from the unprocessed "source" shaders
  959. MobileUsePreprocessedShaders=True
  960. ;Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime
  961. MobileFlashRedForUncachedShaders=False
  962. ;On mobile device, whether to load the shaders at startup or load on demand
  963. MobileWarmUpPreprocessedShaders=True
  964. ;Used to create a cache of shaders that were seen during an example run on PC
  965. MobileCachePreprocessedShaders=False
  966. ;Generates profiling information for generated shaders
  967. MobileProfilePreprocessedShaders=False
  968. ;Whether to slim down generated shader code during cooking
  969. MobileUseCPreprocessorOnShaders=True
  970. ;Whether to load the generated code from teh cooker
  971. MobileLoadCPreprocessedShaders=True
  972. ;Whether to share pixel programs or re-compile per "shader" (vertex & pixel combo)
  973. MobileSharePixelShaders=True
  974. ;Whether to share vertex programs or re-compile per "shader" (vertex & pixel combo)
  975. MobileShareVertexShaders=True
  976. ;Whether to share shaders (vertex & pixel) or re-compile for identical shaders
  977. MobileShareShaderPrograms=True
  978. ;Whether mobile antialiasing is enabled
  979. MobileEnableMSAA=False
  980. ;Whether secondary displays are allowed
  981. MobileAllowSecondaryDisplays=False
  982. MobileSeconaryDisplayMaximumWidth=1280.0
  983. MobileSeconaryDisplayMaximumHeight=720.0
  984. MobileContentScaleFactor=1.0
  985. MobileVertexScratchBufferSize=150
  986. MobileIndexScratchBufferSize=10
  987. ApexLODResourceBudget=1000000000000000000000.0
  988. ApexDestructionMaxChunkIslandCount=2147483647
  989. ApexDestructionMaxChunkSeparationLOD=1.0
  990. bEnableParallelAPEXClothingFetch=False
  991.  
  992. ApexLODResourceBudget=1000000000000000000000.0
  993. ApexDestructionMaxChunkIslandCount=2500
  994. ApexDestructionMaxShapeCount=0
  995. ApexDestructionMaxChunkSeparationLOD=1.0
  996. ApexDestructionMaxActorCreatesPerFrame=-1
  997. ApexDestructionMaxFracturesProcessedPerFrame=-1
  998. ApexDestructionSortByBenefit=True
  999. ApexGRBEnable=false
  1000. ApexGRBGPUMemSceneSize=128
  1001. ApexGRBGPUMemTempDataSize=128
  1002. ApexGRBMeshCellSize=7.5
  1003. ApexGRBNonPenSolverPosIterCount=9;
  1004. ApexGRBFrictionSolverPosIterCount=3;
  1005. ApexGRBFrictionSolverVelIterCount=3;
  1006. ApexGRBSkinWidth=0.025
  1007. ApexGRBMaxLinearAcceleration=1000000.0
  1008. bEnableParallelAPEXClothingFetch=True
  1009. bApexClothingAsyncFetchResults=False
  1010. ApexClothingAvgSimFrequencyWindow=60
  1011. ApexClothingAllowAsyncCooking=True
  1012. ApexClothingAllowApexWorkBetweenSubsteps=FALSE
  1013.  
  1014. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point)
  1015. TEXTUREGROUP_World1x2=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point)
  1016. TEXTUREGROUP_World1x4=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point)
  1017. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1018. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1019. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1020. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1021. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1022. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1023. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1024. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1025. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1026. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1027. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1028. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1029. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear,MipFilter=point)
  1030. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1031. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1032. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1033. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1034. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
  1035. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point)
  1036. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1037. TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1038. TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1039. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1040. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  1041. TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
  1042. TEXTUREGROUP_TextureArray=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point)
  1043.  
  1044. [SystemSettingsEditor]
  1045. ; System settings overrides for the editor. Ideally the editor should use the same settings as the game.
  1046.  
  1047. [SystemSettingsSplitScreen2]
  1048. ; System settings overrides for split screen
  1049. bAllowWholeSceneDominantShadows=False
  1050. bAllowLightShafts=False
  1051. ; Use medium detail mode in splitscreen, this allows LD's to mark meshes as High detail and they won't render in SS
  1052. DetailMode=1
  1053.  
  1054. [SystemSettingsMobile]
  1055. BasedOn=SystemSettings
  1056. ;mobile apps should default to fullscreen
  1057. Fullscreen=True
  1058. BorderlessWindow=False
  1059. ;disable standard lighting path for mobile devices
  1060. DirectionalLightmaps=False
  1061. DynamicLights=False
  1062. SHSecondaryLighting=False
  1063. StaticDecals=True
  1064. DynamicDecals=False
  1065. UnbatchedDecals=False
  1066. ;Disable post-process settings
  1067. MotionBlur=FALSE
  1068. MotionBlurPause=FALSE
  1069. DepthOfField=FALSE
  1070. AmbientOcclusion=FALSE
  1071. Bloom=FALSE
  1072. Distortion=FALSE
  1073. FilteredDistortion=FALSE
  1074. DropParticleDistortion=TRUE
  1075. FloatingPointRenderTargets=FALSE
  1076. MaxAnisotropy=2
  1077. MaxTextureFiltering=3
  1078. bAllowLightShafts=FALSE
  1079.  
  1080. ; Enabling dynamic shadows on mobile will currently enable 'planar' shadows, which are only appropriate
  1081. ; for certain types of scenes
  1082. DynamicShadows=False
  1083.  
  1084.  
  1085. [SystemSettingsMobileTextureBias]
  1086. BasedOn=SystemSettingsMobile
  1087. ;Bias Texture settings by 1 LOD
  1088. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1089. TEXTUREGROUP_World1x2=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point)
  1090. TEXTUREGROUP_World1x4=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point)
  1091. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1092. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1093. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1094. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1095. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1096. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1097. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1098. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1099. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1100. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1101. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1102. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1103. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point)
  1104. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1105. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1106. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1107. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1108. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
  1109. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1110. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1111. TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1112. TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1113. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1114. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1115.  
  1116. ; Settings for iPhone 3GS only
  1117. [SystemSettingsIPhone3GS]
  1118. BasedOn=SystemSettingsMobileTextureBias
  1119. MobileEnableMSAA=True
  1120.  
  1121. ; Settings for iPhone 4 only
  1122. [SystemSettingsIPhone4]
  1123. BasedOn=SystemSettingsMobile
  1124. MobileContentScaleFactor=2.0
  1125.  
  1126. ; Settings for iPod Touch 4 only
  1127. [SystemSettingsIPodTouch4]
  1128. BasedOn=SystemSettingsMobileTextureBias
  1129. MobileContentScaleFactor=2.0
  1130.  
  1131. ; Settings for iPad only
  1132. [SystemSettingsIPad]
  1133. BasedOn=SystemSettingsMobileTextureBias
  1134. ;Force iPad to turn off select features that are too expensive for ipad (fog, bump, environment mapping, rim lighting, spec, texture blending)
  1135. MobileFeatureLevel=1
  1136. MobileFog=False
  1137. MobileSpecular=False
  1138. MobileBumpOffset=False
  1139. MobileNormalMapping=False
  1140. MobileEnvMapping=False
  1141. MobileRimLighting=False
  1142.  
  1143. ; Scale down on iPad
  1144. ; Saves noticable frame time and smooths out aliasing somewhat due to filtering in the upsample
  1145. MobileContentScaleFactor=0.9375
  1146.  
  1147. ; Settings for iPad2 only
  1148. [SystemSettingsIPad2]
  1149. BasedOn=SystemSettingsMobile
  1150. MobileEnableMSAA=True
  1151. MobileAllowSecondaryDisplays=True
  1152. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  1153. ;Bloom=TRUE
  1154. ;DepthOfField=TRUE
  1155. ; Lightshafts don't work on ES2
  1156. ;bAllowLightShafts=TRUE
  1157.  
  1158. [SystemSettingsAndroid]
  1159. BasedOn=SystemSettingsMobileTextureBias
  1160.  
  1161. [Engine.PhysicsLODVerticalEmitter]
  1162. ParticlePercentage=100
  1163.  
  1164. [Engine.OnlineSubsystem]
  1165. NamedInterfaceDefs=(InterfaceName="RecentPlayersList",InterfaceClassName="Engine.OnlineRecentPlayersList")
  1166. AsyncMinCompletionTime=0.0
  1167.  
  1168. [Engine.OnlineRecentPlayersList]
  1169. MaxRecentPlayers=100
  1170. MaxRecentParties=5
  1171.  
  1172. [VoIP]
  1173. VolumeThreshold=0.2
  1174. bHasVoiceEnabled=true
  1175.  
  1176. [FullScreenMovie]
  1177. bForceNoMovies=FALSE
  1178.  
  1179. [IPDrv.WebConnection]
  1180. MaxValueLength=512
  1181. MaxLineLength=4096
  1182.  
  1183. [IPDrv.WebServer]
  1184. ApplicationPaths[0]=/ServerAdmin
  1185. ApplicationPaths[1]=/images
  1186. ;;Applications[0]=UWeb.HelloWeb
  1187. ;;ApplicationPaths[0]=/Hello
  1188. ListenPort=80
  1189. MaxConnections=18
  1190. ExpirationSeconds=86400
  1191. bEnabled=false
  1192.  
  1193. [IPDrv.WebResponse]
  1194. IncludePath=/Web
  1195. CharSet=iso-8859-1
  1196.  
  1197. [TextureTracking]
  1198. #TextureName=T_GD_Traffic_Crosswalk_01
  1199.  
  1200. [AnimNotify]
  1201. Trail_MaxSampleRate=200.0
  1202.  
  1203. [Engine.UIDataStore_OnlinePlayerData]
  1204. PartyChatProviderClassName=Engine.UIDataProvider_OnlinePartyChatList
  1205.  
  1206. [Engine.LocalPlayer]
  1207. AspectRatioAxisConstraint=AspectRatio_MaintainXFOV
  1208.  
  1209. [MobileSupport]
  1210. bShouldCachePVRTCTextures=False
  1211. bShouldFlattenMaterials=False
  1212. FlattenedTextureResolutionBias=0
  1213. UDKRemotePort=41765
  1214. UDKRemotePortPIE=41766
  1215.  
  1216. [Engine.GameViewportClient]
  1217. bDebugNoGFxUI=FALSE
  1218. bUseHardwareCursorWhenWindowed=TRUE
  1219.  
  1220. # this probably needs be a lot more complicated and be similiar to the summary gather we do in MemLeakCheck
  1221. [ContentComparisonReferenceTypes]
  1222. +Class=AnimSet
  1223. +Class=SkeletalMesh
  1224. +Class=SoundCue
  1225. +Class=StaticMesh
  1226. +Class=ParticleSystem
  1227. +Class=Texture2D
  1228.  
  1229. [AppCompat]
  1230. FIRAXIS-CompatLevel=-3
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