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- [Core.Log]
- LogOnline=verbose
- LogAnalytics=log
- [/Script/Engine.Engine]
- GameEngine=/Script/TslGame.TslEngine
- UnrealEdEngine=/Script/TslEditor.TslUnrealEdEngine
- NearClipPlane=3.0
- bEnableColorClear=true
- LocalPlayerClassName=/Script/TslGame.TslLocalPlayer
- GameUserSettingsClassName=/Script/TslGame.TslGameUserSettings
- GameViewportClientClassName=/Script/TslGame.TslGameViewportClient
- DefaultPhysMaterialName=/Game/Environment/PhysicalMaterials/PhysMat_Default.PhysMat_Default
- +K2FieldRedirects=(OldFieldName="ShooterCharacter.Health",NewFieldName="TslCharacter.Health")
- +K2FieldRedirects=(OldFieldName="Pawn.Health",NewFieldName="TslCharacter.Health")
- +K2FieldRedirects=(OldFieldName="TslWeapon.ScopingAttachPoint",NewFieldName="TslWeapon_Gun.ScopingAttachPoint")
- +K2FieldRedirects=(OldFieldName="WeaponAttachmentData.Magnification",NewFieldName="WeaponAttachmentData.MagnificationFOV")
- +K2FieldRedirects=(OldFieldName="WeaponAttachmentData.MagnificationMaxIncrement",NewFieldName="WeaponAttachmentData.MagnificationFOVMaxIncrement")
- ;add function redirects
- +K2FieldRedirects=(OldFieldName="TslCharacter.GetShooterPlayerController",NewFieldName="TslCharacter.GetTslPlayerController")
- +K2FieldRedirects=(OldFieldName="TslCharacter.GetShooterPlayerState",NewFieldName="TslCharacter.GetTslPlayerState")
- +ActiveClassRedirects=(OldClassName="ShooterGameMode",NewClassName="/Script/TslGame.TslGameMode")
- +ActiveClassRedirects=(OldClassName="ShooterGameInfo",NewClassName="/Script/TslGame.TslGameMode")
- +ActiveClassRedirects=(OldClassName="ShooterPlayerCamera",NewClassName="/Script/TslGame.TslPlayerCameraManager")
- +ActiveClassRedirects=(OldClassName="ShooterCamera",NewClassName="/Script/TslGame.TslPlayerCameraManager")
- +ActiveClassRedirects=(OldClassName="SkeletalMeshComponent",OldSubobjName="ShooterPawnMesh0",NewSubobjName="CharacterMesh0")
- +ActiveClassRedirects=(OldClassName="BTTask_HasLosTo",NewClassName="/Script/TslGame.BTDecorator_HasLoSTo")
- ;Add all ClassRedirects
- +ActiveClassRedirects=(OldClassName="ShooterAIController",NewClassName="/Script/TslGame.TslAIController")
- +ActiveClassRedirects=(OldClassName="ShooterBot",NewClassName="/Script/TslGame.TslBot")
- +ActiveClassRedirects=(OldClassName="ShooterExplosionEffect",NewClassName="/Script/TslGame.TslExplosionEffect")
- +ActiveClassRedirects=(OldClassName="ShooterImpactEffect",NewClassName="/Script/TslGame.TslImpactEffect")
- +ActiveClassRedirects=(OldClassName="ShooterGame_Menu",NewClassName="/Script/TslGame.TslGame_Menu")
- +ActiveClassRedirects=(OldClassName="ShooterGameSession",NewClassName="/Script/TslGame.TslGameSession")
- +ActiveClassRedirects=(OldClassName="ShooterGameState",NewClassName="/Script/TslGame.TslGameState")
- +ActiveClassRedirects=(OldClassName="ShooterOnlineGameSettings",NewClassName="/Script/TslGame.TslOnlineGameSettings")
- +ActiveClassRedirects=(OldClassName="ShooterPlayerState",NewClassName="/Script/TslGame.TslPlayerState")
- +ActiveClassRedirects=(OldClassName="ShooterCharacter",NewClassName="/Script/TslGame.TslCharacter")
- +ActiveClassRedirects=(OldClassName="ShooterCharacterMovement",NewClassName="/Script/TslGame.TslCharacterMovement")
- +ActiveClassRedirects=(OldClassName="ShooterCharacterProxy",NewClassName="/Script/TslGame.TslCharacterProxy")
- +ActiveClassRedirects=(OldClassName="ShooterCheatManager",NewClassName="/Script/TslGame.TslCheatManager")
- +ActiveClassRedirects=(OldClassName="ShooterDemoSpectator",NewClassName="/Script/TslGame.TslDemoSpectator")
- +ActiveClassRedirects=(OldClassName="ShooterLocalPlayer",NewClassName="/Script/TslGame.TslLocalPlayer")
- +ActiveClassRedirects=(OldClassName="ShooterPersistentUser",NewClassName="/Script/TslGame.TslPersistentUser")
- +ActiveClassRedirects=(OldClassName="ShooterPlayerCameraManager",NewClassName="/Script/TslGame.TslPlayerCameraManager")
- +ActiveClassRedirects=(OldClassName="ShooterPlayerController",NewClassName="/Script/TslGame.TslPlayerController")
- +ActiveClassRedirects=(OldClassName="ShooterPlayerController_Menu",NewClassName="/Script/TslGame.TslPlayerController_Menu")
- +ActiveClassRedirects=(OldClassName="ShooterSpectatorPawn",NewClassName="/Script/TslGame.TslSpectatorPawn")
- +ActiveClassRedirects=(OldClassName="ShooterEngine",NewClassName="/Script/TslGame.TslEngine")
- +ActiveClassRedirects=(OldClassName="ShooterGameDelegates",NewClassName="/Script/TslGame.TslGameDelegates")
- +ActiveClassRedirects=(OldClassName="ShooterGameInstance",NewClassName="/Script/TslGame.TslGameInstance")
- +ActiveClassRedirects=(OldClassName="ShooterGameModule",NewClassName="/Script/TslGame.TslGameModule")
- +ActiveClassRedirects=(OldClassName="ShooterGameUserSettings",NewClassName="/Script/TslGame.TslGameUserSettings")
- +ActiveClassRedirects=(OldClassName="ShooterGameViewportClient",NewClassName="/Script/TslGame.TslGameViewportClient")
- +ActiveClassRedirects=(OldClassName="ShooterPlayerStatisticTypes",NewClassName="/Script/TslGame.TslPlayerStatisticTypes")
- +ActiveClassRedirects=(OldClassName="ShooterTypes",NewClassName="/Script/TslGame.TslTypes")
- +ActiveClassRedirects=(OldClassName="ShooterUnrealEdEngine",NewClassName="/Script/TslGame.TslUnrealEdEngine")
- +ActiveClassRedirects=(OldClassName="ShooterDemoPlaybackMenu",NewClassName="/Script/TslGame.TslDemoPlaybackMenu")
- +ActiveClassRedirects=(OldClassName="ShooterFriends",NewClassName="/Script/TslGame.TslFriends")
- +ActiveClassRedirects=(OldClassName="ShooterMessageMenu",NewClassName="/Script/TslGame.TslMessageMenu")
- +ActiveClassRedirects=(OldClassName="ShooterRecentlyMet",NewClassName="/Script/TslGame.TslRecentlyMet")
- +ActiveClassRedirects=(OldClassName="ShooterWelcomeMenu",NewClassName="/Script/TslGame.TslWelcomeMenu")
- +ActiveClassRedirects=(OldClassName="ShooterMenuItem",NewClassName="/Script/TslGame.TslMenuItem")
- +ActiveClassRedirects=(OldClassName="ShooterHUD",NewClassName="/Script/TslGame.TslHUD")
- +ActiveClassRedirects=(OldClassName="ShooterHUDPCTrackerBase",NewClassName="/Script/TslGame.TslHUDPCTrackerBase")
- +ActiveClassRedirects=(OldClassName="ShooterUIHelpers",NewClassName="/Script/TslGame.TslUIHelpers")
- +ActiveClassRedirects=(OldClassName="ShooterChatWidgetStyle",NewClassName="/Script/TslGame.TslChatWidgetStyle")
- +ActiveClassRedirects=(OldClassName="ShooterMenuItemWidgetStyle",NewClassName="/Script/TslGame.TslMenuItemWidgetStyle")
- +ActiveClassRedirects=(OldClassName="ShooterMenuWidgetStyle",NewClassName="/Script/TslGame.TslMenuWidgetStyle")
- +ActiveClassRedirects=(OldClassName="ShooterOptionWidgetStyle",NewClassName="/Script/TslGame.TslOptionWidgetStyle")
- +ActiveClassRedirects=(OldClassName="ShooterStyle",NewClassName="/Script/TslGame.TslStyle")
- +ActiveClassRedirects=(OldClassName="ShooterDamageField",NewClassName="/Script/TslGame.TslDamageField")
- +ActiveClassRedirects=(OldClassName="ShooterDamageFieldContainer",NewClassName="/Script/TslGame.TslDamageFieldContainer")
- +ActiveClassRedirects=(OldClassName="ShooterDamageType",NewClassName="/Script/TslGame.TslDamageType")
- +ActiveClassRedirects=(OldClassName="ShooterProjectile",NewClassName="/Script/TslGame.TslProjectile")
- +ActiveClassRedirects=(OldClassName="ShooterProjectileMolotov",NewClassName="/Script/TslGame.TslProjectileMolotov")
- +ActiveClassRedirects=(OldClassName="ShooterWeapon",NewClassName="/Script/TslGame.TslWeapon")
- +ActiveClassRedirects=(OldClassName="ShooterWeapon_Gun",NewClassName="/Script/TslGame.TslWeapon_Gun")
- +ActiveClassRedirects=(OldClassName="ShooterWeapon_Melee",NewClassName="/Script/TslGame.TslWeapon_Melee")
- +ActiveClassRedirects=(OldClassName="ShooterWeapon_Projectile",NewClassName="/Script/TslGame.TslWeapon_Projectile")
- +ActiveClassRedirects=(OldClassName="ShooterWeapon_Throwable",NewClassName="/Script/TslGame.TslWeapon_Throwable")
- +ActiveClassRedirects=(OldClassName="ShooterWeapon_Trajectory",NewClassName="/Script/TslGame.TslWeapon_Trajectory")
- +ActiveClassRedirects=(OldClassName="ShooterGameLoadingScreen",NewClassName="/Script/TslGame.TslGameLoadingScreen")
- +ActiveClassRedirects=(OldClassName="TslParticleAutoSoundByDistance",NewClassName="/Script/TslGame.TslParticleEnvironment")
- GameSingletonClassName=/Game/Blueprints/BP_DefaultTslSingleton.BP_DefaultTslSingleton_C
- ConsoleClassName=/Script/TslGame.TslConsole
- +ActiveGameNameRedirects=(OldGameName="/Script/ShooterGame",NewGameName="/Script/TslGame")
- SmallFontName=/Engine/EngineFonts/Roboto.Roboto
- MediumFontName=/Engine/EngineFonts/Roboto.Roboto
- LargeFontName=/Engine/EngineFonts/Roboto.Roboto
- TinyFontName=/Engine/EngineFonts/RobotoTiny.RobotoTiny
- [HTTP]
- ; for Simplygon Swarm
- HttpTimeout=180
- HttpConnectionTimeout=30
- HttpReceiveTimeout=30
- HttpSendTimeout=60
- [Tsl.HLODExtension]
- MinSingleActorClusterBoundSize=300
- [CustomCrashReporter]
- ExePath=$GameDir$Binaries/ThirdParty/BroCrashReporter/BroCrashReporter.exe
- [DerivedDataBackendGraph]
- MinimumDaysToKeepFile=7
- Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
- AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
- Hierarchy=(Type=Hierarchical, Inner=Boot, Inner=Pak, Inner=EnginePak, Inner=Local, Inner=Shared)
- Boot=(Type=Boot, Filename="%GAMEDIR%DerivedDataCache/Boot.ddc", MaxCacheSize=512)
- Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path=../../../Engine/DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath)
- Shared=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, DeleteUnused=true, UnusedFileAge=10, FoldersToClean=10, MaxFileChecksPerSec=1, Path=\\pubg-pds\ddc, EnvPathOverride=UE-SharedDataCachePath)
- AltShared=(Type=FileSystem, ReadOnly=true, Clean=false, Flush=false, DeleteUnused=true, UnusedFileAge=23, FoldersToClean=10, MaxFileChecksPerSec=1, Path=\\gn-nas\bro_ddc2, EnvPathOverride=UE-SharedDataCachePath2)
- Pak=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/DDC.ddp")
- EnginePak=(Type=ReadPak, Filename=../../../Engine/DerivedDataCache/DDC.ddp)
- [StaticMeshLODSettings]
- Foliage=(NumLODs=4,LODPercentTriangles=40,Name=LOCTEXT("FoliageLOD","Foliage"))
- Road=(NumLODs=3,LODPercentTriangles=25,Name=LOCTEXT("RoadLOD","Road"))
- Tsl_Default=(NumLODs=3,LightMapResolution=2,LODPercentTriangles=50,SilhouetteImportance=4,TextureImportance=5,Name=LOCTEXT("Tsl_Default","Default"))
- Tsl_LowPoly=(NumLODs=3,LightMapResolution=2,LODPercentTriangles=40,SilhouetteImportance=4,TextureImportance=5,Name=LOCTEXT("Tsl_LowPoly","Low polygon"))
- ;Tsl_VeryLowPoly=(NumLODs=3,LightMapResolution=2,LODPercentTriangles=50,SilhouetteImportance=4,TextureImportance=5,Name=LOCTEXT("Tsl_VeryLowPoly","Very low polygon"))
- ;Tsl_VeryHighPoly=(NumLODs=5,LightMapResolution=2,LODPercentTriangles=50,SilhouetteImportance=4,TextureImportance=5,Name=LOCTEXT("Tsl_VeryHighPoly","Very high polygon"))
- [/Script/Engine.GameEngine]
- !NetDriverDefinitions=ClearArray
- ;+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemUtils.IpNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
- +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
- +NetDriverDefinitions=(DefName="DemoNetDriver",DriverClassName="/Script/Engine.DemoNetDriver",DriverClassNameFallback="/Script/Engine.DemoNetDriver")
- [/Script/Engine.DemoNetDriver]
- NetConnectionClassName="/Script/Engine.DemoNetConnection"
- DemoSpectatorClass="/Script/Tslgame.TslDemoSpectator"
- [NetworkReplayStreaming]
- DefaultFactoryName="HttpNetworkReplayStreaming"
- [HttpNetworkReplayStreaming]
- ServerURL="http://13.124.140.73:8000/"
- [NullNetworkReplayStreaming]
- bInMemoryArchiveEnabled=True
- [/Script/TslGame.TslEngine]
- ESportsServerMaxTickRate=60
- FrameRateCap=144
- [/Script/UnrealEd.EditorEngine]
- LocalPlayerClassName=/Script/TslGame.TslLocalPlayer
- [SystemSettings]
- ; [jordi] Texture groups are no longer controlled here (since an Unreal update?), they are in the xxxDeviceProfiles.ini files.
- ;TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
- ;TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
- ;TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
- ;TEXTUREGROUP_Cinematic=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
- ;TEXTUREGROUP_Effects=(MinLODSize=128,MaxLODSize=512,LODBias=1)
- ;TEXTUREGROUP_Lightmap=(MinLODSize=512,MaxLODSize=4096,LODBias=0)
- ;TEXTUREGROUP_Shadowmap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,NumStreamedMips=3)
- ;TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
- ;TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=2048,LODBias=0)
- ;TEXTUREGROUP_UI=(MinLODSize=512,MaxLODSize=1024,LODBias=1)
- ;TEXTUREGROUP_Vehicle=(MinLODSize=512,MaxLODSize=1024,LODBias=0)
- ;TEXTUREGROUP_VehicleNormalMap=(MinLODSize=512,MaxLODSize=1024,LODBias=0)
- ;TEXTUREGROUP_VehicleSpecular=(MinLODSize=512,MaxLODSize=1024,LODBias=0)
- ;TEXTUREGROUP_Weapon=(MinLODSize=256,MaxLODSize=1024,LODBias=0)
- ;TEXTUREGROUP_WeaponNormalMap=(MinLODSize=256,MaxLODSize=1024,LODBias=0)
- ;TEXTUREGROUP_WeaponSpecular=(MinLODSize=256,MaxLODSize=1024,LODBias=0)
- ;TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=1024,LODBias=1)
- ;TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=1024,LODBias=1)
- ;TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=1024,LODBias=1)
- ;TEXTUREGROUP_MobileFlattened=(MinLODSize=8,MaxLODSize=256,LODBias=0)
- r.setres=1280x720f
- net.AllowAsyncLoading=1
- net.ProcessQueuedBunchesMillisecondLimit=0
- net.DormancyEnable=0
- net.AdaptiveConnectionNum.TargetDurationMsec=0
- p.NetMoveCombiningMaxIntervalWithHighSpeed=0.011
- p.NetMoveCombiningMaxIntervalWithNormalSpeed=0.0222
- b.CoherentUseCache=0
- BRO.ParachuteGCInterval=0
- r.Streaming.UsePerTextureBias=0
- demo.CheckpointSaveMaxMSPerFrameForKillcam=5
- r.TemporalAACurrentFrameWeight=0.4
- [SystemSettingsEditor]
- r.setres=1280x1024f
- [OnlineSubsystem]
- ;DefaultPlatformService=Null
- DefaultPlatformService=Steam
- PollingIntervalInMs=20
- [OnlineSubsystemSteam]
- bEnabled=true
- ; override when run editor build.
- ;SteamDevAppId=459430
- GameServerQueryPort=27015
- bRelaunchInSteam=false
- GameVersion=1.0.0.0
- bVACEnabled=1
- bAllowP2PPacketRelay=true
- P2PConnectionTimeout=90
- [PacketHandlerComponents]
- EncryptionComponent=AESHandlerComponent
- bEnableReliability=false
- [/Script/Engine.IpNetDriver]
- ServerDesiredSocketReceiveBufferBytes=131072
- ServerDesiredSocketSendBufferBytes=131072
- ClientDesiredSocketReceiveBufferBytes=32768
- ClientDesiredSocketSendBufferBytes=32768
- [Core.Log]
- LogOnline=Warning
- LogOnlineGame=Warning
- LogNet=Warning
- LogModuleManager=Warning
- LogCharacterMovement=Warning
- LogActorComponent=Warning
- LogD3D11RHI=Warning
- LogTemp=Warning
- LogWorld=Warning
- LogProfileSys=Warning
- LogRep=Warning
- LogSpawn=Warning
- LogGameMode=Warning
- LogPluginManager=Warning
- LogGameState=Warning
- [Bro_PhysX]
- ; MBP or SAP
- PhysxBroadPhase=MBP
- PhysxBroadPhase_DedicatedServer=SAP
- ;PhysXDynamicTreeRebuildRateHint=100
- PhysXDynamicTreeRebuildRateHint=30
- PhysXDynamicTreeRebuildRateHint_DedicatedServer=300
- ; just valid only MBP
- BroadPhase_BoundMin=(X=-100000,Y=-100000,Z=-50000)
- BroadPhase_BoundMax=(X=900000,Y=900000,Z=100000)
- BroadPhase_SubDivide=10
- [/Script/OnlineSubsystemSteam.SteamNetDriver]
- NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
- AllowDownloads=false
- [Kismet]
- AllowDerivedBlueprints=true
- [BehaviorTreesEd]
- BehaviorTreeEditorEnabled=true
- [/Script/Engine.NavigationSystem]
- +SupportedAgents=(AgentRadius=35.0,AgentHeight=144.0,Name="Common")
- bAllowClientSideNavigation=True
- [/Script/Engine.AnimationSettings]
- bStripAnimationDataOnDedicatedServer=true
- [/Script/EngineSettings.GameMapsSettings]
- EditorStartupMap=/Game/Maps/TslEditorStartup
- TransitionMap=
- GameDefaultMap=/Game/Maps/TslLobby_ver_2.TslLobby_ver_2
- ServerDefaultMap=/Game/Maps/Erangel/Erangel_Main.Erangel_Main
- GlobalDefaultGameMode=/Game/Blueprints/TSLGameMode.TSLGameMode_C
- GameInstanceClass=/Script/TslGame.TslGameInstance
- [/Script/Engine.AutomationTestSettings]
- AutomationTestmap=/Game/Maps/TslEditorStartup.TslEditorStartup
- [/Script/Engine.EndUserSettings]
- bSendAnonymousUsageDataToEpic=False
- bSendMeanTimeBetweenFailureDataToEpic=False
- bAllowUserIdInUsageData=False
- [/Script/OnlineSubsystemUtils.IpNetDriver]
- InitialConnectTimeout=90.0
- NetServerMaxTickRate=30
- ConnectionTimeout=120.0
- [/Script/Engine.RecastNavMesh]
- bDrawPolyEdges=False
- bDistinctlyDrawTilesBeingBuilt=True
- DrawOffset=10.000000
- bFixedTilePoolSize=False
- TilePoolSize=1024
- TileSizeUU=1000.000000
- CellSize=19.000000
- CellHeight=10.000000
- AgentRadius=34.000000
- AgentHeight=144.000000
- AgentMaxHeight=160.000000
- AgentMaxSlope=44.000000
- AgentMaxStepHeight=35.000000
- MinRegionArea=0.000000
- MergeRegionSize=400.000000
- MaxSimplificationError=1.300000
- MaxSimultaneousTileGenerationJobsCount=1024
- TileNumberHardLimit=1048576
- DefaultDrawDistance=5000.000000
- DefaultMaxSearchNodes=2048.000000
- DefaultMaxHierarchicalSearchNodes=2048.000000
- RegionPartitioning=Watershed
- LayerPartitioning=Watershed
- RegionChunkSplits=2
- LayerChunkSplits=2
- bSortNavigationAreasByCost=False
- bPerformVoxelFiltering=True
- bMarkLowHeightAreas=False
- bDoFullyAsyncNavDataGathering=False
- bUseBetterOffsetsFromCorners=True
- bUseVirtualFilters=True
- bUseVoxelCache=False
- TileSetUpdateInterval=1.000000
- HeuristicScale=0.999000
- VerticalDeviationFromGroundCompensation=0.000000
- bForceRebuildOnLoad=True
- [/Script/Engine.StreamingSettings]
- s.AsyncLoadingThreadEnabled=True
- s.LoadAllStreamingLevels=False
- s.EventDrivenLoaderEnabled=True
- s.AsyncLoadingTimeLimit=10.000000
- s.LevelStreamingActorsUpdateTimeLimit=10.000000
- [/Script/Engine.GarbageCollectionSettings]
- gc.MaxObjectsNotConsideredByGC=50000
- gc.SizeOfPermanentObjectPool=1048576
- gc.MaxObjectsInEditor=16388607
- gc.ActorClusteringEnabled=True
- gc.BlueprintClusteringEnabled=True
- [/Script/CoherentUIGTPlugin.CoherentUIGTSettings]
- RunAsynchronous=True
- LogSeverity=Trace
- [/Script/Engine.RendererSettings]
- foliage.LODDistanceScaleGrass=0
- r.MobileHDR=True
- r.MobileNumDynamicPointLights=4
- r.MobileDynamicPointLightsUseStaticBranch=True
- r.DiscardUnusedQuality=False
- r.AllowOcclusionQueries=True
- r.MinScreenRadiusForLights=0.030000
- r.MinScreenRadiusForDepthPrepass=0.030000
- r.MinScreenRadiusForCSMDepth=0.010000
- r.PrecomputedVisibilityWarning=False
- r.TextureStreaming=True
- Compat.UseDXT5NormalMaps=False
- r.AllowStaticLighting=False
- r.NormalMapsForStaticLighting=False
- r.GenerateMeshDistanceFields=False
- r.GenerateLandscapeGIData=False
- r.TessellationAdaptivePixelsPerTriangle=48.000000
- r.SeparateTranslucency=True
- r.SeparateTranslucencyAutoDownsample=1
- r.TranslucentSortPolicy=0
- TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
- r.CustomDepth=0
- r.DefaultFeature.Bloom=True
- r.DefaultFeature.AmbientOcclusion=True
- r.DefaultFeature.AmbientOcclusionStaticFraction=True
- r.DefaultFeature.AutoExposure=True
- r.DefaultFeature.MotionBlur=True
- r.DefaultFeature.LensFlare=False
- r.DefaultFeature.AntiAliasing=2
- r.EarlyZPass=1
- r.EarlyZPassMovable=False
- r.EarlyZPassForceFull=False
- r.DBuffer=False
- r.ClearSceneMethod=1
- r.BasePassOutputsVelocity=False
- r.SelectiveBasePassOutputs=False
- r.TslBlur=1
- vr.InstancedStereo=False
- r.WireframeCullThreshold=5.000000
- UIScaleRule=ShortestSide
- UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,Keys=,DefaultValue=340282346638528859811704183484516925440.000000),ExternalCurve=None)
- ; Console variables that are overridden in Blueprints, /Content/Environment/PostProcess/IDCSettingsFor*'
- ; r.CGV.Fallback
- ; r.CGV.Intensity
- ; r.CGV.FallbackIntensity
- ; r.CGV.HairIntensity
- ; r.CGV.SkinIntensity
- ; r.CGV.BaseIntensity
- ; r.CGV.IndoorIntensity
- ; jykim
- r.CustomGIVolume=1
- r.CGV.Fallback=0.501885 0.023671 -0.451213 -0.035228 0.352097 0.017882 -0.301062 -0.013282 0.240940 0.001869 -0.187845 -0.003953 0.097923 -0.054091 0.059559 -0.010519 0.069699 -0.041085 0.013485 -0.021177 0.042449 -0.020363 -0.022477 -0.020498 -0.101214 -0.086255 -0.070035 0.000000
- r.CGV.Intensity=0.8
- r.CGV.FallbackIntensity=0.2
- r.CGV.HairIntensity=0.5
- r.CGV.SkinIntensity=0.35
- ; chkim
- ;r.Tonemapper.Sharpen=0 this is set in scalibility now
- r.TemporalAASamples=2
- r.DFShadowStartStrength=1.0
- r.DFShadowEndStrength=0.5
- ; tsjang
- r.ReflectionCaptureResolution=64
- r.CGV.BaseIntensity=0.2
- r.CGV.IndoorIntensity=0.4
- r.CGV.OutdoorIntensity=0.5
- ;r.CGV.CustomInterp=1
- ; 0 for disable stream LOD Level.
- b.LevelStreamingMaxLODLevel=3
- b.LevelStreamingBoundExtendZ=1000
- b.LevelStreamingInnerBoundExtendZ=60000
- b.StreamLevelUnloadDisableFullGC=1
- b.StreamLevelUnloadGCInterval=1.0
- b.StreamLevelParallelLoading=0
- r.Streaming.FramesForFullUpdate=30
- Slate.SkipSecondPrepass=0
- [/Script/Engine.RendererSettingsForEditor]
- r.DistanceFieldStreaming=0
- r.HZBOcclusion=0
- r.SwitchGridShadow=1
- Slate.SkipSecondPrepass=0
- Slate.SkipSecondPrepass=0
- [/Script/Engine.RendererSettingsForGame]
- r.DistanceFieldStreaming=1
- r.HZBOcclusion=0
- [/Script/Engine.RendererSettingsForDedicatedServer]
- gc.TimeBetweenPurgingPendingKillObjects=9999.000000
- [/Script/TslGame.LODActorStreamer]
- bEnabled=False
- PreLoadDistance=2000
- PerFrameShowCount=20
- PerFrameShowCountLimit=1000
- MinDrawDistanceOverride=(LowerBound=(Type="ERangeBoundTypes::Inclusive", Value=20000), UpperBound=(Type="ERangeBoundTypes::Inclusive", Value=90000))
- +MinDrawDistanceOverride=(LowerBound=(Type="ERangeBoundTypes::Inclusive", Value=100000), UpperBound=(Type="ERangeBoundTypes::Inclusive", Value=200000))
- [/Script/TslGame.FoliageCollisionStreamer]
- bEnabled=True
- MinDistance=1000
- MaxQueryDistance=100000
- MaxSimulationDistance=20000
- bUseOnlyQueryAndPhysics=True
- [/Script/TslGame.ParticleEnvrionmentStreamer]
- bEnabled=True
- [/Script/Engine.Player]
- ConfiguredInternetSpeed=10000
- ConfiguredLanSpeed=20000
- [/Script/Engine.UserInterfaceSettings]
- RenderFocusRule=NavigationOnly
- DefaultCursor=None
- TextEditBeamCursor=None
- CrosshairsCursor=None
- HandCursor=None
- GrabHandCursor=None
- GrabHandClosedCursor=None
- SlashedCircleCursor=None
- ApplicationScale=1.000000
- UIScaleRule=ShortestSide
- CustomScalingRuleClass=None
- UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=1.000000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000)),DefaultValue=340282346638528859811704183484516925440.000000),ExternalCurve=CurveFloat'/Game/Blueprints/UI/TslDPICurve.TslDPICurve')
- [Bro_Automator.LevelLOD]
- SimplificationDetails="{bCreatePackagePerAsset: true, detailsPercentage: 100, physXAggregationMode:\"NoCollision\", mergeDistance: 1, mergeBoldness: 0, maxTriangleSize: 10, staticMeshMaterialSettings: {textureSize: {x: 2048,y: 1024},textureSizingType: \"TextureSizingType_UseSingleTextureSize\",gutterSpace: 4, samplingQuality: \"Low\", uVStrech: \"Medium\", bSplitProxyMaterialBasedOnType: true, bUseTangentSpace: true, bNormalMap: true, bMetallicMap: false,metallicConstant: 0,bRoughnessMap: false,roughnessConstant: 0.5,bSpecularMap: false,specularConstant: 0.5,bEmissiveMap: false,bOpacityMap: false,bAmbientOcclusionMap: false,materialMergeType: \"MaterialMergeType_Default\"},bOverrideLandscapeExportLOD: false,bBakeFoliageToLandscape: false,bBakeGrassToLandscape: false}"
- SimplificationDetailsVista="{bCreatePackagePerAsset: true, detailsPercentage: 100, physXAggregationMode:\"BlockAllWithComplexAsSimple\", mergeDistance: 1, mergeBoldness: 0, maxTriangleSize: 10, staticMeshMaterialSettings: {textureSize: {x: 2048,y: 1024},textureSizingType: \"TextureSizingType_UseSingleTextureSize\",gutterSpace: 4, samplingQuality: \"Medium\", uVStrech: \"Medium\", bSplitProxyMaterialBasedOnType: true, bUseTangentSpace: true, bNormalMap: true, bMetallicMap: false,metallicConstant: 0,bRoughnessMap: true,roughnessConstant: 0.5,bSpecularMap: false,specularConstant: 0.5,bEmissiveMap: false,bOpacityMap: false,bAmbientOcclusionMap: false,materialMergeType: \"MaterialMergeType_Default\"},bOverrideLandscapeExportLOD: false,bBakeFoliageToLandscape: false,bBakeGrassToLandscape: false}"
- DisableCollisionOnProxyMesh=True
- LightMapResolution=2
- LevelSizeMax=100000
- LevelSizeMaxPercent=100
- LevelSizeMin=5000
- LevelSizeMinPercent=20
- [Bro_MeshLOD]
- LODScreenSizeArray=0.3 0.11 0.005 0.001 0.0005
- [Bro_Stat]
- SlateProfileDepth=16
- [Bro_StatsD]
- ; if 0, disable statsd client
- Port=8125
- Prefix="ue_server."
- [Bro_ConsoleClient]
- Port=56005
- [/Script/MinimapCreator.MinimapCreatorSettings]
- MapRect2D=(Min=(X=0.000000,Y=0.000000),Max=(X=812775.000000,Y=812775.000000),IsValid=1)
- MinimapCapturerClass=BlueprintGeneratedClass'/Game/MinimapCapture/MinimapCapturer.MinimapCapturer_C'
- ImageFilename=/MinimapBase
- [/Script/SplitLevels.SplitLevelsSettings]
- -Settings=(SplitMethod=ComponentCount,SplitMaxCount=6500,MaxDepth=3,MapBox=(Min=(X=0.000000,Y=0.000000),Max=(X=819200.000000,Y=819200.000000),IsValid=0),MainSplitCount=8,GridLevelPrefix="Grid-Level",GridLevelFolder="Art/Grid",SplitLevelNames=("city_","House","town_","Mil_Base_","factory_","ContainerArea","Camp_","ShootingRange","BrokenWalls","Hospital_","PowerPlant_","School_","tunnel_","Prop_","Effect_","startzone_"))
- -Settings=(SplitMethod=ComponentCount,SplitMaxCount=50000,MaxDepth=0,MapBox=(Min=(X=0.000000,Y=0.000000),Max=(X=819200.000000,Y=819200.000000),IsValid=1),MainSplitCount=8,GridLevelPrefix="Vista-Level",GridLevelFolder="Art/Vista",SplitLevelNames=("CliffLevel","Sound_","Effect_"))
- +Settings=(SplitMethod=ComponentCount,SplitMaxCount=6500,MaxDepth=3,MapBox=(Min=(X=0.000000,Y=0.000000),Max=(X=819200.000000,Y=819200.000000),IsValid=0),MainSplitCount=8,GridLevelPrefix="Grid-Level",GridLevelFolder="Art/Grid",SplitLevelNames=("city_","House","town_","Mil_Base_","factory_","ContainerArea","Camp_","ShootingRange","BrokenWalls","Hospital_","PowerPlant_","School_","tunnel_","Prop_","startzone_","Unique_"))
- +Settings=(SplitMethod=ComponentCount,SplitMaxCount=50000,MaxDepth=0,MapBox=(Min=(X=0.000000,Y=0.000000),Max=(X=819200.000000,Y=819200.000000),IsValid=1),MainSplitCount=8,GridLevelPrefix="Vista-Level",GridLevelFolder="Art/Vista",SplitLevelNames=("CliffLevel","Sound_","Effect_"))
- [/Script/AssetDoctor.AssetDoctorSettings]
- Tasks=(TaskName="CleanStreamingLevelLODs",bRemoveAdditionalTextureCoordinates=True,bRemoveReversedIndexBuffers=True,bRemoveDepthOnlyIndexBuffers=True,bRemoveAdjacencyBuffer=True,bRemoveDistanceFields=True,bAdjustLandscapeLODForConsole=False,SourceAssets=,SourceAssetFolders=("{map_art}/Grid","{map_art}/Vista"))
- [/Script/Engine.CollisionProfile]
- -Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
- -Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
- -Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldCollision")),HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
- -Profiles=(Name="Pawn",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
- -Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
- -Profiles=(Name="CharacterMesh",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="MeleeWeapon"),(Channel="CrosshairImpact",Response=ECR_Ignore),(Channel="CharacterMesh")),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
- -Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="Destructible actors",bCanModify=False)
- -Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
- -Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
- -Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="MeleeWeapon")),HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="InteractiveObject",CollisionEnabled=QueryOnly,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="AudioObstruction"),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Interactive objects",bCanModify=True)
- -Profiles=(Name="Projectile",CollisionEnabled=QueryOnly,ObjectTypeName="Projectile",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Projectiles",bCanModify=True)
- -Profiles=(Name="BlockAllInteractive",CollisionEnabled=QueryAndPhysics,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="WorldCollision")),HelpMessage="Interactive object that behave as same to BlockAll",bCanModify=True)
- -Profiles=(Name="Physics_Grenade",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Grenade",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="Preset for Grenades",bCanModify=True)
- -Profiles=(Name="Water",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore)),HelpMessage="Water Surface",bCanModify=True)
- -Profiles=(Name="DoorFakeBlock",CollisionEnabled=QueryAndPhysics,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Needs description",bCanModify=True)
- -Profiles=(Name="VehicleSimple",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Only for driving",bCanModify=True)
- -Profiles=(Name="VehicleComplex",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="MeleeWeapon")),HelpMessage="Only for hit",bCanModify=True)
- -Profiles=(Name="DestructibleDoor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="Needs description",bCanModify=True)
- +Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
- +Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- +Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- +Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldCollision")),HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- +Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- +Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
- +Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
- +Profiles=(Name="Pawn",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
- +Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
- +Profiles=(Name="CharacterMesh",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="MeleeWeapon"),(Channel="CrosshairImpact",Response=ECR_Ignore),(Channel="CharacterMesh")),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
- +Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
- +Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="Destructible actors",bCanModify=False)
- +Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
- +Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
- +Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
- +Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
- +Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="MeleeWeapon")),HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
- +Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- +Profiles=(Name="InteractiveObject",CollisionEnabled=QueryOnly,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="AudioObstruction"),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Interactive objects",bCanModify=True)
- +Profiles=(Name="Projectile",CollisionEnabled=QueryOnly,ObjectTypeName="Projectile",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Projectiles",bCanModify=True)
- +Profiles=(Name="BlockAllInteractive",CollisionEnabled=QueryAndPhysics,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="WorldCollision")),HelpMessage="Interactive object that behave as same to BlockAll",bCanModify=True)
- +Profiles=(Name="Physics_Grenade",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Grenade",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="Preset for Grenades",bCanModify=True)
- +Profiles=(Name="Water",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore)),HelpMessage="Water Surface",bCanModify=True)
- +Profiles=(Name="DoorFakeBlock",CollisionEnabled=QueryAndPhysics,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Needs description",bCanModify=True)
- +Profiles=(Name="VehicleSimple",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Only for driving",bCanModify=True)
- +Profiles=(Name="VehicleComplex",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="MeleeWeapon")),HelpMessage="Only for hit",bCanModify=True)
- +Profiles=(Name="DestructibleDoor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="Needs description",bCanModify=True)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Weapon",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="Projectile",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="WorldCollision",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="Grenade",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="InteractiveObject",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,Name="MeleeWeapon",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,Name="AudioObstruction",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,Name="CrosshairImpact",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel9,Name="CharacterMesh",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Weapon",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="Projectile",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="WorldCollision",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="Grenade",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="InteractiveObject",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,Name="MeleeWeapon",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,Name="AudioObstruction",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,Name="CrosshairImpact",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel9,Name="CharacterMesh",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- -EditProfiles=(Name="OverlapAllDynamic",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- -EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- -EditProfiles=(Name="Trigger",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- -EditProfiles=(Name="Pawn",CustomResponses=((Channel="Projectile"),(Channel="Pickup",Response=ECR_Overlap),(Channel="Visibility"),(Channel="Camera",Response=ECR_Ignore),(Channel="Destructible"),(Channel="Weapon",Response=ECR_Ignore),(Channel="InteractiveObject"),(Channel="Grenade",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- -EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="MeleeWeapon"),(Channel="CrosshairImpact",Response=ECR_Ignore),(Channel="Weapon"),(Channel="GameTraceChannel10"),(Channel="CharacterMesh")))
- -EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="EngineTraceChannel1",Response=ECR_Overlap),(Channel="EngineTraceChannel2",Response=ECR_Overlap),(Channel="EngineTraceChannel3",Response=ECR_Overlap),(Channel="EngineTraceChannel4",Response=ECR_Overlap),(Channel="EngineTraceChannel5",Response=ECR_Overlap),(Channel="EngineTraceChannel6",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="GameTraceChannel3",Response=ECR_Overlap),(Channel="GameTraceChannel4",Response=ECR_Overlap),(Channel="GameTraceChannel6",Response=ECR_Overlap),(Channel="GameTraceChannel7",Response=ECR_Overlap),(Channel="GameTraceChannel8",Response=ECR_Overlap),(Channel="GameTraceChannel9",Response=ECR_Overlap),(Channel="GameTraceChannel10",Response=ECR_Overlap),(Channel="GameTraceChannel11",Response=ECR_Overlap),(Channel="GameTraceChannel12",Response=ECR_Overlap),(Channel="GameTraceChannel13",Response=ECR_Overlap),(Channel="GameTraceChannel14",Response=ECR_Overlap),(Channel="GameTraceChannel15",Response=ECR_Overlap),(Channel="GameTraceChannel16",Response=ECR_Overlap),(Channel="GameTraceChannel17",Response=ECR_Overlap),(Channel="GameTraceChannel18",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Overlap)))
- -EditProfiles=(Name="Spectator",CustomResponses=((Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore),(Channel="WorldDynamic")))
- -EditProfiles=(Name="UI",CustomResponses=((Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap)))
- -EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="WorldCollision")))
- -EditProfiles=(Name="IgnoreOnlyPawn",CustomResponses=((Channel="WorldCollision")))
- -EditProfiles=(Name="OverlapOnlyPawn",CustomResponses=((Channel="WorldCollision")))
- -EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="WorldCollision"),(Channel="CrosshairImpact")))
- -EditProfiles=(Name="BlockAll",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")))
- -EditProfiles=(Name="PhysicsActor",CustomResponses=((Channel="Pawn")))
- -EditProfiles=(Name="Destructible",CustomResponses=((Channel="MeleeWeapon"),(Channel="AudioObstruction"),(Channel="WorldCollision")))
- -EditProfiles=(Name="Vehicle",CustomResponses=((Channel="MeleeWeapon")))
- +EditProfiles=(Name="OverlapAllDynamic",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- +EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- +EditProfiles=(Name="Trigger",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- +EditProfiles=(Name="Pawn",CustomResponses=((Channel="Projectile"),(Channel="Pickup",Response=ECR_Overlap),(Channel="Visibility"),(Channel="Camera",Response=ECR_Ignore),(Channel="Destructible"),(Channel="Weapon",Response=ECR_Ignore),(Channel="InteractiveObject"),(Channel="Grenade",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- +EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="MeleeWeapon"),(Channel="CrosshairImpact",Response=ECR_Ignore),(Channel="Weapon"),(Channel="GameTraceChannel10"),(Channel="CharacterMesh")))
- +EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="EngineTraceChannel1",Response=ECR_Overlap),(Channel="EngineTraceChannel2",Response=ECR_Overlap),(Channel="EngineTraceChannel3",Response=ECR_Overlap),(Channel="EngineTraceChannel4",Response=ECR_Overlap),(Channel="EngineTraceChannel5",Response=ECR_Overlap),(Channel="EngineTraceChannel6",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="GameTraceChannel3",Response=ECR_Overlap),(Channel="GameTraceChannel4",Response=ECR_Overlap),(Channel="GameTraceChannel6",Response=ECR_Overlap),(Channel="GameTraceChannel7",Response=ECR_Overlap),(Channel="GameTraceChannel8",Response=ECR_Overlap),(Channel="GameTraceChannel9",Response=ECR_Overlap),(Channel="GameTraceChannel10",Response=ECR_Overlap),(Channel="GameTraceChannel11",Response=ECR_Overlap),(Channel="GameTraceChannel12",Response=ECR_Overlap),(Channel="GameTraceChannel13",Response=ECR_Overlap),(Channel="GameTraceChannel14",Response=ECR_Overlap),(Channel="GameTraceChannel15",Response=ECR_Overlap),(Channel="GameTraceChannel16",Response=ECR_Overlap),(Channel="GameTraceChannel17",Response=ECR_Overlap),(Channel="GameTraceChannel18",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Overlap)))
- +EditProfiles=(Name="Spectator",CustomResponses=((Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore),(Channel="WorldDynamic")))
- +EditProfiles=(Name="UI",CustomResponses=((Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap)))
- +EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="WorldCollision")))
- +EditProfiles=(Name="IgnoreOnlyPawn",CustomResponses=((Channel="WorldCollision")))
- +EditProfiles=(Name="OverlapOnlyPawn",CustomResponses=((Channel="WorldCollision")))
- +EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="WorldCollision"),(Channel="CrosshairImpact")))
- +EditProfiles=(Name="BlockAll",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")))
- +EditProfiles=(Name="PhysicsActor",CustomResponses=((Channel="Pawn")))
- +EditProfiles=(Name="Destructible",CustomResponses=((Channel="MeleeWeapon"),(Channel="AudioObstruction"),(Channel="WorldCollision")))
- +EditProfiles=(Name="Vehicle",CustomResponses=((Channel="MeleeWeapon")))
- -ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
- -ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
- -ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
- -ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
- -ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
- -ProfileRedirects=(OldName="Grenade",NewName="Physics_Grenade")
- -ProfileRedirects=(OldName="DynamicObject",NewName="PhysicsDynamicObject")
- -ProfileRedirects=(OldName="VehicleDrive",NewName="VehicleSimple")
- -ProfileRedirects=(OldName="VehicleHit",NewName="VehicleComplex")
- +ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
- +ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
- +ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
- +ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
- +ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
- +ProfileRedirects=(OldName="Grenade",NewName="Physics_Grenade")
- +ProfileRedirects=(OldName="DynamicObject",NewName="PhysicsDynamicObject")
- +ProfileRedirects=(OldName="VehicleDrive",NewName="VehicleSimple")
- +ProfileRedirects=(OldName="VehicleHit",NewName="VehicleComplex")
- -CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
- -CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
- -CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
- -CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
- -CollisionChannelRedirects=(OldName="CharacterOnly",NewName="CharacterMesh")
- +CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
- +CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
- +CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
- +CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
- +CollisionChannelRedirects=(OldName="CharacterOnly",NewName="CharacterMesh")
- [/Script/AssetDoctor.AssetDoctorSettings]
- Tasks=(TaskName="CleanStreamingLevelLODs",bRemoveAdditionalTextureCoordinates=True,bRemoveReversedIndexBuffers=True,bRemoveDepthOnlyIndexBuffers=True,bRemoveAdjacencyBuffer=True,bRemoveDistanceFields=True,bAdjustLandscapeLODForConsole=False,SourceAssets=,SourceAssetFolders=("{map_art}/Grid","{map_art}/Vista"))
- [/Script/Engine.PhysicsSettings]
- DefaultGravityZ=-980.000000
- DefaultTerminalVelocity=4000.000000
- DefaultFluidFriction=0.300000
- SimulateScratchMemorySize=262144
- RagdollAggregateThreshold=4
- TriangleMeshTriangleMinAreaThreshold=5.000000
- bEnableAsyncScene=True
- bEnableShapeSharing=True
- bEnableAsyncSceneOnDedicatedServer=False
- bEnableShapeSharingOnDedicatedServer=True
- bEnablePCM=False
- bEnableStabilization=False
- bWarnMissingLocks=True
- bEnable2DPhysics=False
- LockedAxis=Invalid
- DefaultDegreesOfFreedom=Full3D
- BounceThresholdVelocity=200.000000
- FrictionCombineMode=Multiply
- RestitutionCombineMode=Average
- MaxAngularVelocity=720.000000
- MaxDepenetrationVelocity=100.000000
- ContactOffsetMultiplier=0.010000
- MinContactOffset=0.000100
- MaxContactOffset=1.000000
- bSimulateSkeletalMeshOnDedicatedServer=True
- DefaultShapeComplexity=CTF_UseSimpleAndComplex
- bDefaultHasComplexCollision=True
- bSuppressFaceRemapTable=False
- bSupportUVFromHitResults=False
- bDisableActiveActors=False
- bDisableCCD=True
- MaxPhysicsDeltaTime=0.100000
- bSubstepping=True
- bSubsteppingAsync=False
- MaxSubstepDeltaTime=0.025000
- MaxSubsteps=4
- SyncSceneSmoothingFactor=0.000000
- AsyncSceneSmoothingFactor=0.990000
- InitialAverageFrameRate=0.016667
- MaxPhysicsDeltaTimeOnDedicatedServer=0.100000
- bSubsteppingOnDedicatedServer=True
- bSubsteppingAsyncOnDedicatedServer=False
- MaxSubstepDeltaTimeOnDedicatedServer=0.050000
- MaxSubstepsOnDedicatedServer=2
- SyncSceneSmoothingFactorOnDedicatedServer=0.000000
- AsyncSceneSmoothingFactorOnDedicatedServer=0.990000
- InitialAverageFrameRateOnDedicatedServer=0.016667
- +PhysicalSurfaces=(Type=SurfaceType1,Name="Concrete")
- +PhysicalSurfaces=(Type=SurfaceType2,Name="Dirt")
- +PhysicalSurfaces=(Type=SurfaceType3,Name="Water")
- +PhysicalSurfaces=(Type=SurfaceType4,Name="Metal")
- +PhysicalSurfaces=(Type=SurfaceType5,Name="Wood")
- +PhysicalSurfaces=(Type=SurfaceType6,Name="Grass")
- +PhysicalSurfaces=(Type=SurfaceType7,Name="Glass")
- +PhysicalSurfaces=(Type=SurfaceType8,Name="Flesh")
- +PhysicalSurfaces=(Type=SurfaceType9,Name="Rock")
- +PhysicalSurfaces=(Type=SurfaceType10,Name="Sand")
- +PhysicalSurfaces=(Type=SurfaceType11,Name="Mud")
- [/Script/Engine.UserInterfaceSettings]
- RenderFocusRule=NavigationOnly
- DefaultCursor=None
- TextEditBeamCursor=None
- CrosshairsCursor=None
- HandCursor=None
- GrabHandCursor=None
- GrabHandClosedCursor=None
- SlashedCircleCursor=None
- ApplicationScale=1.000000
- UIScaleRule=ShortestSide
- CustomScalingRuleClass=None
- UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=1.000000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000)),DefaultValue=340282346638528859811704183484516925440.000000),ExternalCurve=CurveFloat'/Game/Blueprints/UI/TslDPICurve.TslDPICurve')
- [Bro_Automator.LevelLOD]
- SimplificationDetails="{bCreatePackagePerAsset: true, detailsPercentage: 100, physXAggregationMode:\"NoCollision\", mergeDistance: 1, mergeBoldness: 0, maxTriangleSize: 10, staticMeshMaterialSettings: {textureSize: {x: 2048,y: 1024},textureSizingType: \"TextureSizingType_UseSingleTextureSize\",gutterSpace: 4, samplingQuality: \"Low\", uVStrech: \"Medium\", bSplitProxyMaterialBasedOnType: true, bUseTangentSpace: true, bNormalMap: true, bMetallicMap: false,metallicConstant: 0,bRoughnessMap: false,roughnessConstant: 0.5,bSpecularMap: false,specularConstant: 0.5,bEmissiveMap: false,bOpacityMap: false,bAmbientOcclusionMap: false,materialMergeType: \"MaterialMergeType_Default\"},bOverrideLandscapeExportLOD: false,bBakeFoliageToLandscape: false,bBakeGrassToLandscape: false}"
- SimplificationDetailsVista="{bCreatePackagePerAsset: true, detailsPercentage: 100, physXAggregationMode:\"BlockAllWithComplexAsSimple\", mergeDistance: 1, mergeBoldness: 0, maxTriangleSize: 10, staticMeshMaterialSettings: {textureSize: {x: 2048,y: 1024},textureSizingType: \"TextureSizingType_UseSingleTextureSize\",gutterSpace: 4, samplingQuality: \"Medium\", uVStrech: \"Medium\", bSplitProxyMaterialBasedOnType: true, bUseTangentSpace: true, bNormalMap: true, bMetallicMap: false,metallicConstant: 0,bRoughnessMap: true,roughnessConstant: 0.5,bSpecularMap: false,specularConstant: 0.5,bEmissiveMap: false,bOpacityMap: false,bAmbientOcclusionMap: false,materialMergeType: \"MaterialMergeType_Default\"},bOverrideLandscapeExportLOD: false,bBakeFoliageToLandscape: false,bBakeGrassToLandscape: false}"
- DisableCollisionOnProxyMesh=True
- LightMapResolution=2
- LevelSizeMax=100000
- LevelSizeMaxPercent=100
- LevelSizeMin=5000
- LevelSizeMinPercent=20
- [Bro_MeshLOD]
- LODScreenSizeArray=0.05 0.0075 0.002 0.0005 0.0001
- [Bro_Stat]
- SlateProfileDepth=16
- [Bro_StatsD]
- ; if 0, disable statsd client
- Port=8125
- Prefix="ue_server."
- [Bro_ConsoleClient]
- Port=56005
- [/Script/MinimapCreator.MinimapCreatorSettings]
- MapRect2D=(Min=(X=0.000000,Y=0.000000),Max=(X=812775.000000,Y=812775.000000),IsValid=1)
- MinimapCapturerClass=BlueprintGeneratedClass'/Game/MinimapCapture/MinimapCapturer.MinimapCapturer_C'
- ImageFilename=/MinimapBase
- [/Script/SplitLevels.SplitLevelsSettings]
- -Settings=(SplitMethod=ComponentCount,SplitMaxCount=6500,MaxDepth=3,MapBox=(Min=(X=0.000000,Y=0.000000),Max=(X=819200.000000,Y=819200.000000),IsValid=0),MainSplitCount=8,GridLevelPrefix="Grid-Level",GridLevelFolder="Art/Grid",SplitLevelNames=("city_","House","town_","Mil_Base_","factory_","ContainerArea","Camp_","ShootingRange","BrokenWalls","Hospital_","PowerPlant_","School_","tunnel_","Prop_","Effect_","startzone_"))
- -Settings=(SplitMethod=ComponentCount,SplitMaxCount=50000,MaxDepth=0,MapBox=(Min=(X=0.000000,Y=0.000000),Max=(X=819200.000000,Y=819200.000000),IsValid=1),MainSplitCount=8,GridLevelPrefix="Vista-Level",GridLevelFolder="Art/Vista",SplitLevelNames=("CliffLevel","Sound_","Effect_"))
- +Settings=(SplitMethod=ComponentCount,SplitMaxCount=6500,MaxDepth=3,MapBox=(Min=(X=0.000000,Y=0.000000),Max=(X=819200.000000,Y=819200.000000),IsValid=0),MainSplitCount=8,GridLevelPrefix="Grid-Level",GridLevelFolder="Art/Grid",SplitLevelNames=("city_","House","town_","Mil_Base_","factory_","ContainerArea","Camp_","ShootingRange","BrokenWalls","Hospital_","PowerPlant_","School_","tunnel_","Prop_","startzone_"))
- +Settings=(SplitMethod=ComponentCount,SplitMaxCount=50000,MaxDepth=0,MapBox=(Min=(X=0.000000,Y=0.000000),Max=(X=819200.000000,Y=819200.000000),IsValid=1),MainSplitCount=8,GridLevelPrefix="Vista-Level",GridLevelFolder="Art/Vista",SplitLevelNames=("CliffLevel","Sound_","Effect_"))
- [/Script/AssetDoctor.AssetDoctorSettings]
- -Tasks=(TaskName="CleanStreamingLevelLODs",bRemoveAdditionalTextureCoordinates=True,bRemoveReversedIndexBuffers=True,bRemoveDepthOnlyIndexBuffers=True,bRemoveAdjacencyBuffer=True,SourceAssets=,SourceAssetFolders=("/Game/Maps/Erangel/Art/Grid","/Game/Maps/Erangel/Art/Vista"))
- +Tasks=(TaskName="CleanStreamingLevelLODs",bRemoveAdditionalTextureCoordinates=True,bRemoveReversedIndexBuffers=True,bRemoveDepthOnlyIndexBuffers=True,bRemoveAdjacencyBuffer=True,bRemoveDistanceFields=True,bAdjustLandscapeLODForConsole=False,SourceAssets=,SourceAssetFolders=("/Game/Maps/Erangel/Art/Grid","/Game/Maps/Erangel/Art/Vista"))
- [/Script/Engine.CollisionProfile]
- -Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
- -Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
- -Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldCollision")),HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
- -Profiles=(Name="Pawn",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
- -Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
- -Profiles=(Name="CharacterMesh",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="MeleeWeapon"),(Channel="CrosshairImpact",Response=ECR_Ignore),(Channel="CharacterMesh")),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
- -Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="Destructible actors",bCanModify=False)
- -Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
- -Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
- -Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="MeleeWeapon")),HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="InteractiveObject",CollisionEnabled=QueryOnly,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="AudioObstruction"),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Interactive objects",bCanModify=True)
- -Profiles=(Name="Projectile",CollisionEnabled=QueryOnly,ObjectTypeName="Projectile",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Projectiles",bCanModify=True)
- -Profiles=(Name="BlockAllInteractive",CollisionEnabled=QueryAndPhysics,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="WorldCollision")),HelpMessage="Interactive object that behave as same to BlockAll",bCanModify=True)
- -Profiles=(Name="Physics_Grenade",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Grenade",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="Preset for Grenades",bCanModify=True)
- -Profiles=(Name="Water",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore)),HelpMessage="Water Surface",bCanModify=True)
- -Profiles=(Name="DoorFakeBlock",CollisionEnabled=QueryAndPhysics,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Needs description",bCanModify=True)
- -Profiles=(Name="VehicleSimple",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Only for driving",bCanModify=True)
- -Profiles=(Name="VehicleComplex",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="MeleeWeapon")),HelpMessage="Only for hit",bCanModify=True)
- -Profiles=(Name="DestructibleDoor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="Needs description",bCanModify=True)
- +Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
- +Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- +Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- +Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldCollision")),HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- +Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- +Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
- +Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
- +Profiles=(Name="Pawn",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
- +Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
- +Profiles=(Name="CharacterMesh",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="MeleeWeapon"),(Channel="CrosshairImpact",Response=ECR_Ignore),(Channel="CharacterMesh")),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
- +Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
- +Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="Destructible actors",bCanModify=False)
- +Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
- +Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
- +Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
- +Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
- +Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="MeleeWeapon")),HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
- +Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- +Profiles=(Name="InteractiveObject",CollisionEnabled=QueryOnly,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="AudioObstruction"),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Interactive objects",bCanModify=True)
- +Profiles=(Name="Projectile",CollisionEnabled=QueryOnly,ObjectTypeName="Projectile",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Projectiles",bCanModify=True)
- +Profiles=(Name="BlockAllInteractive",CollisionEnabled=QueryOnly,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="AudioObstruction"),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Interactive objects",bCanModify=True)
- +Profiles=(Name="Physics_Grenade",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Grenade",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="Preset for Grenades",bCanModify=True)
- +Profiles=(Name="Water",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore)),HelpMessage="Water Surface",bCanModify=True)
- +Profiles=(Name="DoorFakeBlock",CollisionEnabled=QueryAndPhysics,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Needs description",bCanModify=True)
- +Profiles=(Name="VehicleSimple",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Only for driving",bCanModify=True)
- +Profiles=(Name="VehicleComplex",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="MeleeWeapon")),HelpMessage="Only for hit",bCanModify=True)
- +Profiles=(Name="DestructibleDoor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="Needs description",bCanModify=True)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Weapon",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="Projectile",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="WorldCollision",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="Grenade",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="InteractiveObject",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,Name="MeleeWeapon",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,Name="AudioObstruction",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,Name="CrosshairImpact",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel9,Name="CharacterMesh",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Weapon",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="Projectile",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="WorldCollision",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="Grenade",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="InteractiveObject",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,Name="MeleeWeapon",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,Name="AudioObstruction",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,Name="CrosshairImpact",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel9,Name="CharacterMesh",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- -EditProfiles=(Name="OverlapAllDynamic",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- -EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- -EditProfiles=(Name="Trigger",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- -EditProfiles=(Name="Pawn",CustomResponses=((Channel="Projectile"),(Channel="Pickup",Response=ECR_Overlap),(Channel="Visibility"),(Channel="Camera",Response=ECR_Ignore),(Channel="Destructible"),(Channel="Weapon",Response=ECR_Ignore),(Channel="InteractiveObject"),(Channel="Grenade",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- -EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="MeleeWeapon"),(Channel="CrosshairImpact",Response=ECR_Ignore),(Channel="Weapon"),(Channel="GameTraceChannel10"),(Channel="CharacterMesh")))
- -EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="EngineTraceChannel1",Response=ECR_Overlap),(Channel="EngineTraceChannel2",Response=ECR_Overlap),(Channel="EngineTraceChannel3",Response=ECR_Overlap),(Channel="EngineTraceChannel4",Response=ECR_Overlap),(Channel="EngineTraceChannel5",Response=ECR_Overlap),(Channel="EngineTraceChannel6",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="GameTraceChannel3",Response=ECR_Overlap),(Channel="GameTraceChannel4",Response=ECR_Overlap),(Channel="GameTraceChannel6",Response=ECR_Overlap),(Channel="GameTraceChannel7",Response=ECR_Overlap),(Channel="GameTraceChannel8",Response=ECR_Overlap),(Channel="GameTraceChannel9",Response=ECR_Overlap),(Channel="GameTraceChannel10",Response=ECR_Overlap),(Channel="GameTraceChannel11",Response=ECR_Overlap),(Channel="GameTraceChannel12",Response=ECR_Overlap),(Channel="GameTraceChannel13",Response=ECR_Overlap),(Channel="GameTraceChannel14",Response=ECR_Overlap),(Channel="GameTraceChannel15",Response=ECR_Overlap),(Channel="GameTraceChannel16",Response=ECR_Overlap),(Channel="GameTraceChannel17",Response=ECR_Overlap),(Channel="GameTraceChannel18",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Overlap)))
- -EditProfiles=(Name="Spectator",CustomResponses=((Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore),(Channel="WorldDynamic")))
- -EditProfiles=(Name="UI",CustomResponses=((Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap)))
- -EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="WorldCollision")))
- -EditProfiles=(Name="IgnoreOnlyPawn",CustomResponses=((Channel="WorldCollision")))
- -EditProfiles=(Name="OverlapOnlyPawn",CustomResponses=((Channel="WorldCollision")))
- -EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="WorldCollision"),(Channel="CrosshairImpact")))
- -EditProfiles=(Name="BlockAll",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")))
- -EditProfiles=(Name="PhysicsActor",CustomResponses=((Channel="Pawn")))
- -EditProfiles=(Name="Destructible",CustomResponses=((Channel="MeleeWeapon"),(Channel="AudioObstruction"),(Channel="WorldCollision")))
- -EditProfiles=(Name="Vehicle",CustomResponses=((Channel="MeleeWeapon")))
- +EditProfiles=(Name="OverlapAllDynamic",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- +EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- +EditProfiles=(Name="Trigger",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- +EditProfiles=(Name="Pawn",CustomResponses=((Channel="Projectile"),(Channel="Pickup",Response=ECR_Overlap),(Channel="Visibility"),(Channel="Camera",Response=ECR_Ignore),(Channel="Destructible"),(Channel="Weapon",Response=ECR_Ignore),(Channel="InteractiveObject"),(Channel="Grenade",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- +EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="MeleeWeapon"),(Channel="CrosshairImpact",Response=ECR_Ignore),(Channel="Weapon"),(Channel="GameTraceChannel10"),(Channel="CharacterMesh")))
- +EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="EngineTraceChannel1",Response=ECR_Overlap),(Channel="EngineTraceChannel2",Response=ECR_Overlap),(Channel="EngineTraceChannel3",Response=ECR_Overlap),(Channel="EngineTraceChannel4",Response=ECR_Overlap),(Channel="EngineTraceChannel5",Response=ECR_Overlap),(Channel="EngineTraceChannel6",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="GameTraceChannel3",Response=ECR_Overlap),(Channel="GameTraceChannel4",Response=ECR_Overlap),(Channel="GameTraceChannel6",Response=ECR_Overlap),(Channel="GameTraceChannel7",Response=ECR_Overlap),(Channel="GameTraceChannel8",Response=ECR_Overlap),(Channel="GameTraceChannel9",Response=ECR_Overlap),(Channel="GameTraceChannel10",Response=ECR_Overlap),(Channel="GameTraceChannel11",Response=ECR_Overlap),(Channel="GameTraceChannel12",Response=ECR_Overlap),(Channel="GameTraceChannel13",Response=ECR_Overlap),(Channel="GameTraceChannel14",Response=ECR_Overlap),(Channel="GameTraceChannel15",Response=ECR_Overlap),(Channel="GameTraceChannel16",Response=ECR_Overlap),(Channel="GameTraceChannel17",Response=ECR_Overlap),(Channel="GameTraceChannel18",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Overlap)))
- +EditProfiles=(Name="Spectator",CustomResponses=((Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore),(Channel="WorldDynamic")))
- +EditProfiles=(Name="UI",CustomResponses=((Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap)))
- +EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="WorldCollision")))
- +EditProfiles=(Name="IgnoreOnlyPawn",CustomResponses=((Channel="WorldCollision")))
- +EditProfiles=(Name="OverlapOnlyPawn",CustomResponses=((Channel="WorldCollision")))
- +EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="WorldCollision"),(Channel="CrosshairImpact")))
- +EditProfiles=(Name="BlockAll",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")))
- +EditProfiles=(Name="PhysicsActor",CustomResponses=((Channel="Pawn")))
- +EditProfiles=(Name="Destructible",CustomResponses=((Channel="MeleeWeapon"),(Channel="AudioObstruction"),(Channel="WorldCollision")))
- +EditProfiles=(Name="Vehicle",CustomResponses=((Channel="MeleeWeapon")))
- -ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
- -ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
- -ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
- -ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
- -ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
- -ProfileRedirects=(OldName="Grenade",NewName="Physics_Grenade")
- -ProfileRedirects=(OldName="DynamicObject",NewName="PhysicsDynamicObject")
- -ProfileRedirects=(OldName="VehicleDrive",NewName="VehicleSimple")
- -ProfileRedirects=(OldName="VehicleHit",NewName="VehicleComplex")
- +ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
- +ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
- +ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
- +ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
- +ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
- +ProfileRedirects=(OldName="Grenade",NewName="Physics_Grenade")
- +ProfileRedirects=(OldName="DynamicObject",NewName="PhysicsDynamicObject")
- +ProfileRedirects=(OldName="VehicleDrive",NewName="VehicleSimple")
- +ProfileRedirects=(OldName="VehicleHit",NewName="VehicleComplex")
- -CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
- -CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
- -CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
- -CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
- -CollisionChannelRedirects=(OldName="CharacterOnly",NewName="CharacterMesh")
- +CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
- +CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
- +CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
- +CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
- +CollisionChannelRedirects=(OldName="CharacterOnly",NewName="CharacterMesh")
- [/Script/AssetDoctor.AssetDoctorSettings]
- Tasks=(TaskName="CleanStreamingLevelLODs",bRemoveAdditionalTextureCoordinates=True,bRemoveReversedIndexBuffers=True,bRemoveDepthOnlyIndexBuffers=True,bRemoveAdjacencyBuffer=True,bRemoveDistanceFields=True,bAdjustLandscapeLODForConsole=False,SourceAssets=,SourceAssetFolders=("{map_art}/Grid","{map_art}/Vista"))
- [/Script/Engine.PhysicsSettings]
- DefaultGravityZ=-980.000000
- DefaultTerminalVelocity=4000.000000
- DefaultFluidFriction=0.300000
- SimulateScratchMemorySize=262144
- RagdollAggregateThreshold=4
- TriangleMeshTriangleMinAreaThreshold=5.000000
- bEnableAsyncScene=True
- bEnableShapeSharing=True
- bEnableAsyncSceneOnDedicatedServer=False
- bEnableShapeSharingOnDedicatedServer=True
- bEnablePCM=False
- bEnableStabilization=False
- bWarnMissingLocks=True
- bEnable2DPhysics=False
- LockedAxis=Invalid
- DefaultDegreesOfFreedom=Full3D
- BounceThresholdVelocity=200.000000
- FrictionCombineMode=Multiply
- RestitutionCombineMode=Average
- MaxAngularVelocity=720.000000
- MaxDepenetrationVelocity=100.000000
- ContactOffsetMultiplier=0.010000
- MinContactOffset=0.000100
- MaxContactOffset=1.000000
- bSimulateSkeletalMeshOnDedicatedServer=True
- DefaultShapeComplexity=CTF_UseSimpleAndComplex
- bDefaultHasComplexCollision=True
- bSuppressFaceRemapTable=False
- bSupportUVFromHitResults=False
- bDisableActiveActors=False
- bDisableCCD=True
- MaxPhysicsDeltaTime=0.100000
- bSubstepping=True
- bSubsteppingAsync=False
- MaxSubstepDeltaTime=0.025000
- MaxSubsteps=4
- SyncSceneSmoothingFactor=0.000000
- AsyncSceneSmoothingFactor=0.990000
- InitialAverageFrameRate=0.016667
- MaxPhysicsDeltaTimeOnDedicatedServer=0.100000
- bSubsteppingOnDedicatedServer=True
- bSubsteppingAsyncOnDedicatedServer=False
- MaxSubstepDeltaTimeOnDedicatedServer=0.050000
- MaxSubstepsOnDedicatedServer=2
- SyncSceneSmoothingFactorOnDedicatedServer=0.000000
- AsyncSceneSmoothingFactorOnDedicatedServer=0.990000
- InitialAverageFrameRateOnDedicatedServer=0.016667
- +PhysicalSurfaces=(Type=SurfaceType1,Name="Concrete")
- +PhysicalSurfaces=(Type=SurfaceType2,Name="Dirt")
- +PhysicalSurfaces=(Type=SurfaceType3,Name="Water")
- +PhysicalSurfaces=(Type=SurfaceType4,Name="Metal")
- +PhysicalSurfaces=(Type=SurfaceType5,Name="Wood")
- +PhysicalSurfaces=(Type=SurfaceType6,Name="Grass")
- +PhysicalSurfaces=(Type=SurfaceType7,Name="Glass")
- +PhysicalSurfaces=(Type=SurfaceType8,Name="Flesh")
- +PhysicalSurfaces=(Type=SurfaceType9,Name="Rock")
- +PhysicalSurfaces=(Type=SurfaceType10,Name="Sand")
- +PhysicalSurfaces=(Type=SurfaceType11,Name="Mud")
- [/Script/Engine.UserInterfaceSettings]
- RenderFocusRule=NavigationOnly
- DefaultCursor=None
- TextEditBeamCursor=None
- CrosshairsCursor=None
- HandCursor=None
- GrabHandCursor=None
- GrabHandClosedCursor=None
- SlashedCircleCursor=None
- ApplicationScale=1.000000
- UIScaleRule=ShortestSide
- CustomScalingRuleClass=None
- UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=1.000000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000)),DefaultValue=340282346638528859811704183484516925440.000000),ExternalCurve=CurveFloat'/Game/Blueprints/UI/TslDPICurve.TslDPICurve')
- [Bro_Automator.LevelLOD]
- SimplificationDetails="{bCreatePackagePerAsset: true, detailsPercentage: 100, physXAggregationMode:\"NoCollision\", mergeDistance: 1, mergeBoldness: 0, maxTriangleSize: 10, staticMeshMaterialSettings: {textureSize: {x: 2048,y: 1024},textureSizingType: \"TextureSizingType_UseSingleTextureSize\",gutterSpace: 4, samplingQuality: \"Low\", uVStrech: \"Medium\", bSplitProxyMaterialBasedOnType: true, bUseTangentSpace: true, bNormalMap: true, bMetallicMap: false,metallicConstant: 0,bRoughnessMap: false,roughnessConstant: 0.5,bSpecularMap: false,specularConstant: 0.5,bEmissiveMap: false,bOpacityMap: false,bAmbientOcclusionMap: false,materialMergeType: \"MaterialMergeType_Default\"},bOverrideLandscapeExportLOD: false,bBakeFoliageToLandscape: false,bBakeGrassToLandscape: false}"
- SimplificationDetailsVista="{bCreatePackagePerAsset: true, detailsPercentage: 100, physXAggregationMode:\"BlockAllWithComplexAsSimple\", mergeDistance: 1, mergeBoldness: 0, maxTriangleSize: 10, staticMeshMaterialSettings: {textureSize: {x: 2048,y: 1024},textureSizingType: \"TextureSizingType_UseSingleTextureSize\",gutterSpace: 4, samplingQuality: \"Medium\", uVStrech: \"Medium\", bSplitProxyMaterialBasedOnType: true, bUseTangentSpace: true, bNormalMap: true, bMetallicMap: false,metallicConstant: 0,bRoughnessMap: true,roughnessConstant: 0.5,bSpecularMap: false,specularConstant: 0.5,bEmissiveMap: false,bOpacityMap: false,bAmbientOcclusionMap: false,materialMergeType: \"MaterialMergeType_Default\"},bOverrideLandscapeExportLOD: false,bBakeFoliageToLandscape: false,bBakeGrassToLandscape: false}"
- DisableCollisionOnProxyMesh=True
- LightMapResolution=2
- LevelSizeMax=100000
- LevelSizeMaxPercent=100
- LevelSizeMin=5000
- LevelSizeMinPercent=20
- [Bro_MeshLOD]
- LODScreenSizeArray=0.05 0.0075 0.002 0.0005 0.0001
- [Bro_Stat]
- SlateProfileDepth=16
- [Bro_StatsD]
- ; if 0, disable statsd client
- Port=8125
- Prefix="ue_server."
- [Bro_ConsoleClient]
- Port=56005
- [/Script/MinimapCreator.MinimapCreatorSettings]
- MapRect2D=(Min=(X=0.000000,Y=0.000000),Max=(X=812775.000000,Y=812775.000000),IsValid=1)
- MinimapCapturerClass=BlueprintGeneratedClass'/Game/MinimapCapture/MinimapCapturer.MinimapCapturer_C'
- ImageFilename=/MinimapBase
- [/Script/SplitLevels.SplitLevelsSettings]
- -Settings=(SplitMethod=ComponentCount,SplitMaxCount=6500,MaxDepth=3,MapBox=(Min=(X=0.000000,Y=0.000000),Max=(X=819200.000000,Y=819200.000000),IsValid=0),MainSplitCount=8,GridLevelPrefix="Grid-Level",GridLevelFolder="Art/Grid",SplitLevelNames=("city_","House","town_","Mil_Base_","factory_","ContainerArea","Camp_","ShootingRange","BrokenWalls","Hospital_","PowerPlant_","School_","tunnel_","Prop_","Effect_","startzone_"))
- -Settings=(SplitMethod=ComponentCount,SplitMaxCount=50000,MaxDepth=0,MapBox=(Min=(X=0.000000,Y=0.000000),Max=(X=819200.000000,Y=819200.000000),IsValid=1),MainSplitCount=8,GridLevelPrefix="Vista-Level",GridLevelFolder="Art/Vista",SplitLevelNames=("CliffLevel","Sound_","Effect_"))
- +Settings=(SplitMethod=ComponentCount,SplitMaxCount=6500,MaxDepth=3,MapBox=(Min=(X=0.000000,Y=0.000000),Max=(X=819200.000000,Y=819200.000000),IsValid=0),MainSplitCount=8,GridLevelPrefix="Grid-Level",GridLevelFolder="Art/Grid",SplitLevelNames=("city_","House","town_","Mil_Base_","factory_","ContainerArea","Camp_","ShootingRange","BrokenWalls","Hospital_","PowerPlant_","School_","tunnel_","Prop_","startzone_"))
- +Settings=(SplitMethod=ComponentCount,SplitMaxCount=50000,MaxDepth=0,MapBox=(Min=(X=0.000000,Y=0.000000),Max=(X=819200.000000,Y=819200.000000),IsValid=1),MainSplitCount=8,GridLevelPrefix="Vista-Level",GridLevelFolder="Art/Vista",SplitLevelNames=("CliffLevel","Sound_","Effect_"))
- [/Script/AssetDoctor.AssetDoctorSettings]
- -Tasks=(TaskName="CleanStreamingLevelLODs",bRemoveAdditionalTextureCoordinates=True,bRemoveReversedIndexBuffers=True,bRemoveDepthOnlyIndexBuffers=True,bRemoveAdjacencyBuffer=True,SourceAssets=,SourceAssetFolders=("/Game/Maps/Erangel/Art/Grid","/Game/Maps/Erangel/Art/Vista"))
- +Tasks=(TaskName="CleanStreamingLevelLODs",bRemoveAdditionalTextureCoordinates=True,bRemoveReversedIndexBuffers=True,bRemoveDepthOnlyIndexBuffers=True,bRemoveAdjacencyBuffer=True,bRemoveDistanceFields=True,bAdjustLandscapeLODForConsole=False,SourceAssets=,SourceAssetFolders=("/Game/Maps/Erangel/Art/Grid","/Game/Maps/Erangel/Art/Vista"))
- [/Script/Engine.CollisionProfile]
- -Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
- -Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
- -Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldCollision")),HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
- -Profiles=(Name="Pawn",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
- -Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
- -Profiles=(Name="CharacterMesh",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="MeleeWeapon"),(Channel="CrosshairImpact",Response=ECR_Ignore),(Channel="CharacterMesh")),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
- -Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="Destructible actors",bCanModify=False)
- -Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
- -Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
- -Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="MeleeWeapon")),HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
- -Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- -Profiles=(Name="InteractiveObject",CollisionEnabled=QueryOnly,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="AudioObstruction"),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Interactive objects",bCanModify=True)
- -Profiles=(Name="Projectile",CollisionEnabled=QueryOnly,ObjectTypeName="Projectile",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Projectiles",bCanModify=True)
- -Profiles=(Name="BlockAllInteractive",CollisionEnabled=QueryAndPhysics,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="WorldCollision")),HelpMessage="Interactive object that behave as same to BlockAll",bCanModify=True)
- -Profiles=(Name="Physics_Grenade",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Grenade",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="Preset for Grenades",bCanModify=True)
- -Profiles=(Name="Water",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore)),HelpMessage="Water Surface",bCanModify=True)
- -Profiles=(Name="DoorFakeBlock",CollisionEnabled=QueryAndPhysics,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Needs description",bCanModify=True)
- -Profiles=(Name="VehicleSimple",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Only for driving",bCanModify=True)
- -Profiles=(Name="VehicleComplex",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="MeleeWeapon")),HelpMessage="Only for hit",bCanModify=True)
- -Profiles=(Name="DestructibleDoor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="Needs description",bCanModify=True)
- +Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
- +Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- +Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- +Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldCollision")),HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- +Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- +Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
- +Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
- +Profiles=(Name="Pawn",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
- +Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
- +Profiles=(Name="CharacterMesh",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="MeleeWeapon"),(Channel="CrosshairImpact",Response=ECR_Ignore),(Channel="CharacterMesh")),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
- +Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
- +Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="Destructible actors",bCanModify=False)
- +Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
- +Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="WorldCollision")),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
- +Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
- +Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
- +Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="MeleeWeapon")),HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
- +Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
- +Profiles=(Name="InteractiveObject",CollisionEnabled=QueryOnly,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="AudioObstruction"),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Interactive objects",bCanModify=True)
- +Profiles=(Name="Projectile",CollisionEnabled=QueryOnly,ObjectTypeName="Projectile",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Projectiles",bCanModify=True)
- +Profiles=(Name="BlockAllInteractive",CollisionEnabled=QueryOnly,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="AudioObstruction"),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Interactive objects",bCanModify=True)
- +Profiles=(Name="Physics_Grenade",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Grenade",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="Preset for Grenades",bCanModify=True)
- +Profiles=(Name="Water",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore)),HelpMessage="Water Surface",bCanModify=True)
- +Profiles=(Name="DoorFakeBlock",CollisionEnabled=QueryAndPhysics,ObjectTypeName="InteractiveObject",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Needs description",bCanModify=True)
- +Profiles=(Name="VehicleSimple",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)),HelpMessage="Only for driving",bCanModify=True)
- +Profiles=(Name="VehicleComplex",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Grenade",Response=ECR_Ignore),(Channel="MeleeWeapon")),HelpMessage="Only for hit",bCanModify=True)
- +Profiles=(Name="DestructibleDoor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")),HelpMessage="Needs description",bCanModify=True)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Weapon",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="Projectile",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="WorldCollision",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="Grenade",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="InteractiveObject",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,Name="MeleeWeapon",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,Name="AudioObstruction",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,Name="CrosshairImpact",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
- -DefaultChannelResponses=(Channel=ECC_GameTraceChannel9,Name="CharacterMesh",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Weapon",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="Projectile",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="WorldCollision",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="Grenade",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="InteractiveObject",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,Name="MeleeWeapon",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,Name="AudioObstruction",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,Name="CrosshairImpact",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
- +DefaultChannelResponses=(Channel=ECC_GameTraceChannel9,Name="CharacterMesh",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
- -EditProfiles=(Name="OverlapAllDynamic",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- -EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- -EditProfiles=(Name="Trigger",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- -EditProfiles=(Name="Pawn",CustomResponses=((Channel="Projectile"),(Channel="Pickup",Response=ECR_Overlap),(Channel="Visibility"),(Channel="Camera",Response=ECR_Ignore),(Channel="Destructible"),(Channel="Weapon",Response=ECR_Ignore),(Channel="InteractiveObject"),(Channel="Grenade",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- -EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="MeleeWeapon"),(Channel="CrosshairImpact",Response=ECR_Ignore),(Channel="Weapon"),(Channel="GameTraceChannel10"),(Channel="CharacterMesh")))
- -EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="EngineTraceChannel1",Response=ECR_Overlap),(Channel="EngineTraceChannel2",Response=ECR_Overlap),(Channel="EngineTraceChannel3",Response=ECR_Overlap),(Channel="EngineTraceChannel4",Response=ECR_Overlap),(Channel="EngineTraceChannel5",Response=ECR_Overlap),(Channel="EngineTraceChannel6",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="GameTraceChannel3",Response=ECR_Overlap),(Channel="GameTraceChannel4",Response=ECR_Overlap),(Channel="GameTraceChannel6",Response=ECR_Overlap),(Channel="GameTraceChannel7",Response=ECR_Overlap),(Channel="GameTraceChannel8",Response=ECR_Overlap),(Channel="GameTraceChannel9",Response=ECR_Overlap),(Channel="GameTraceChannel10",Response=ECR_Overlap),(Channel="GameTraceChannel11",Response=ECR_Overlap),(Channel="GameTraceChannel12",Response=ECR_Overlap),(Channel="GameTraceChannel13",Response=ECR_Overlap),(Channel="GameTraceChannel14",Response=ECR_Overlap),(Channel="GameTraceChannel15",Response=ECR_Overlap),(Channel="GameTraceChannel16",Response=ECR_Overlap),(Channel="GameTraceChannel17",Response=ECR_Overlap),(Channel="GameTraceChannel18",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Overlap)))
- -EditProfiles=(Name="Spectator",CustomResponses=((Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore),(Channel="WorldDynamic")))
- -EditProfiles=(Name="UI",CustomResponses=((Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap)))
- -EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="WorldCollision")))
- -EditProfiles=(Name="IgnoreOnlyPawn",CustomResponses=((Channel="WorldCollision")))
- -EditProfiles=(Name="OverlapOnlyPawn",CustomResponses=((Channel="WorldCollision")))
- -EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="WorldCollision"),(Channel="CrosshairImpact")))
- -EditProfiles=(Name="BlockAll",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")))
- -EditProfiles=(Name="PhysicsActor",CustomResponses=((Channel="Pawn")))
- -EditProfiles=(Name="Destructible",CustomResponses=((Channel="MeleeWeapon"),(Channel="AudioObstruction"),(Channel="WorldCollision")))
- -EditProfiles=(Name="Vehicle",CustomResponses=((Channel="MeleeWeapon")))
- +EditProfiles=(Name="OverlapAllDynamic",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- +EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="WorldCollision"),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- +EditProfiles=(Name="Trigger",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- +EditProfiles=(Name="Pawn",CustomResponses=((Channel="Projectile"),(Channel="Pickup",Response=ECR_Overlap),(Channel="Visibility"),(Channel="Camera",Response=ECR_Ignore),(Channel="Destructible"),(Channel="Weapon",Response=ECR_Ignore),(Channel="InteractiveObject"),(Channel="Grenade",Response=ECR_Ignore),(Channel="CrosshairImpact",Response=ECR_Ignore)))
- +EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="MeleeWeapon"),(Channel="CrosshairImpact",Response=ECR_Ignore),(Channel="Weapon"),(Channel="GameTraceChannel10"),(Channel="CharacterMesh")))
- +EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="EngineTraceChannel1",Response=ECR_Overlap),(Channel="EngineTraceChannel2",Response=ECR_Overlap),(Channel="EngineTraceChannel3",Response=ECR_Overlap),(Channel="EngineTraceChannel4",Response=ECR_Overlap),(Channel="EngineTraceChannel5",Response=ECR_Overlap),(Channel="EngineTraceChannel6",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="GameTraceChannel3",Response=ECR_Overlap),(Channel="GameTraceChannel4",Response=ECR_Overlap),(Channel="GameTraceChannel6",Response=ECR_Overlap),(Channel="GameTraceChannel7",Response=ECR_Overlap),(Channel="GameTraceChannel8",Response=ECR_Overlap),(Channel="GameTraceChannel9",Response=ECR_Overlap),(Channel="GameTraceChannel10",Response=ECR_Overlap),(Channel="GameTraceChannel11",Response=ECR_Overlap),(Channel="GameTraceChannel12",Response=ECR_Overlap),(Channel="GameTraceChannel13",Response=ECR_Overlap),(Channel="GameTraceChannel14",Response=ECR_Overlap),(Channel="GameTraceChannel15",Response=ECR_Overlap),(Channel="GameTraceChannel16",Response=ECR_Overlap),(Channel="GameTraceChannel17",Response=ECR_Overlap),(Channel="GameTraceChannel18",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap),(Channel="CrosshairImpact",Response=ECR_Overlap)))
- +EditProfiles=(Name="Spectator",CustomResponses=((Channel="Projectile",Response=ECR_Ignore),(Channel="InteractiveObject",Response=ECR_Ignore),(Channel="WorldDynamic")))
- +EditProfiles=(Name="UI",CustomResponses=((Channel="Projectile",Response=ECR_Overlap),(Channel="InteractiveObject",Response=ECR_Overlap)))
- +EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="WorldCollision")))
- +EditProfiles=(Name="IgnoreOnlyPawn",CustomResponses=((Channel="WorldCollision")))
- +EditProfiles=(Name="OverlapOnlyPawn",CustomResponses=((Channel="WorldCollision")))
- +EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="WorldCollision"),(Channel="CrosshairImpact")))
- +EditProfiles=(Name="BlockAll",CustomResponses=((Channel="WorldCollision"),(Channel="MeleeWeapon"),(Channel="AudioObstruction")))
- +EditProfiles=(Name="PhysicsActor",CustomResponses=((Channel="Pawn")))
- +EditProfiles=(Name="Destructible",CustomResponses=((Channel="MeleeWeapon"),(Channel="AudioObstruction"),(Channel="WorldCollision")))
- +EditProfiles=(Name="Vehicle",CustomResponses=((Channel="MeleeWeapon")))
- -ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
- -ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
- -ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
- -ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
- -ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
- -ProfileRedirects=(OldName="Grenade",NewName="Physics_Grenade")
- -ProfileRedirects=(OldName="DynamicObject",NewName="PhysicsDynamicObject")
- -ProfileRedirects=(OldName="VehicleDrive",NewName="VehicleSimple")
- -ProfileRedirects=(OldName="VehicleHit",NewName="VehicleComplex")
- +ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
- +ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
- +ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
- +ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
- +ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
- +ProfileRedirects=(OldName="Grenade",NewName="Physics_Grenade")
- +ProfileRedirects=(OldName="DynamicObject",NewName="PhysicsDynamicObject")
- +ProfileRedirects=(OldName="VehicleDrive",NewName="VehicleSimple")
- +ProfileRedirects=(OldName="VehicleHit",NewName="VehicleComplex")
- -CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
- -CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
- -CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
- -CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
- -CollisionChannelRedirects=(OldName="CharacterOnly",NewName="CharacterMesh")
- +CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
- +CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
- +CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
- +CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
- +CollisionChannelRedirects=(OldName="CharacterOnly",NewName="CharacterMesh")
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