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@tempusthales
Created February 7, 2017 00:58
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[Core.System]
ZeroEngineVersionWarning=False
[Core.Log]
Gamecode_Building=Display
Gamecode_Items=Display
Gamecode_AI=Display
Gamecode_Combat=Display
Gamecode_NPC=Display
Gamecode_Effects=Display
Network=Display
SmokeTest=Display
LogCook=Warning
LogSavePackage=Warning
LogPackageDependencyInfo=Warning
LogTexture=Warning
;LogStreaming=All
;LogGameMode=All
HeatmapMetrics=Log
[/Script/Engine.StreamingSettings]
s.AsyncLoadingThreadEnabled=True
[/Script/Engine.GarbageCollectionSettings]
gc.MaxObjectsInGame=4194304
[DW.PerformanceBudget]
GameThread=10000
RenderThread=16000
STAT_TotalPhysicsTime=2000
[LogFiles]
LogTimes=True
[/Game/Blueprints/SmokeTest/TestSceneLoader.TestSceneLoader_C]
RunSmokeTestsOnBeginPlay=false
[SlateRenderer]
NumPreallocatedVertices=10000
[/Script/Engine.RendererSettings]
r.MobileHDR=True
r.MobileNumDynamicPointLights=4
r.MobileDynamicPointLightsUseStaticBranch=True
r.AllowOcclusionQueries=True
r.MinScreenRadiusForLights=0.030000
r.MinScreenRadiusForDepthPrepass=0.030000
r.PrecomputedVisibilityWarning=False
r.TextureStreaming=True
Compat.UseDXT5NormalMaps=False
r.AllowStaticLighting=False
r.NormalMapsForStaticLighting=False
r.GenerateMeshDistanceFields=True
r.GenerateLandscapeGIData=True
r.TessellationAdaptivePixelsPerTriangle=48.000000
r.SeparateTranslucency=True
r.TranslucentSortPolicy=0
TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
r.CustomDepth=1
r.DefaultFeature.Bloom=True
r.DefaultFeature.AmbientOcclusion=True
r.DefaultFeature.AmbientOcclusionStaticFraction=True
r.DefaultFeature.AutoExposure=True
r.DefaultFeature.MotionBlur=True
r.DefaultFeature.LensFlare=True
r.DefaultFeature.AntiAliasing=2
r.EarlyZPass=3
r.EarlyZPassMovable=False
r.DBuffer=False
r.ClearSceneMethod=1
r.BasePassOutputsVelocity=True
r.WireframeCullThreshold=5.000000
UIScaleRule=ShortestSide
UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,Keys=),ExternalCurve=None)
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/EngineSettings.GameMapsSettings]
GlobalDefaultGameMode=/Game/Systems/BaseGameMode.BaseGameMode_C
GameDefaultMap=/Game/Maps/Startup
EditorStartupMap=/Game/Maps/TestMaps/Marcos/AlmostEmpty.AlmostEmpty
ServerDefaultMap=/Game/Maps/ConanSandbox/ConanSandbox
LocalMapOptions=
GameInstanceClass=/Game/Systems/BP_ConanGameInstance.BP_ConanGameInstance_C
[/Script/Engine.RecastNavMesh]
RuntimeGeneration=Dynamic
TileSizeUU=2000.000000
; Just over the horns of the gazelle.
AgentMaxHeight=250.000000
; Avoid navarea ambiguities (negligible performance hit)
bSortNavigationAreasByCost=True
[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
; See http://allarsblog.com/2016/02/26/BasicSteamIntegration/ for information
[OnlineSubsystem]
ServerName="YOUR PITIFUL SERVER NAME GOES HERE" ; Write the name of your server in between the " "
ServerPassword=this is your server password. ; If you dont want a password remove this line.
DefaultPlatformService=Steam
bHasVoiceEnabled=true
VoiceNotificationDelta=0.2 ; Mike: Default value in FOnlineVoiceSteam::Init()
[OnlineSubsystemSteam]
bEnabled=true
AsyncTaskTimeout=360
SteamDevAppId=440900
GameDir=conanexiles
ProductName=conanexiles
GameDescription=Conan Exiles Nudist Colony
ServerName="YOUR PITIFUL SERVER NAME GOES HERE" ; Write the name of your server in between the " "
ServerPassword=this is your server password. ; If you dont want a password remove this line.
bAllowP2PPacketRelay=true ; Mike: test
P2PConnectionTimeout=300 ; Mike: test
[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName=OnlineSubsystemSteam.SteamNetConnection
[/Script/OnlineSubsystemUtils.IpNetDriver]
NetServerMaxTickRate=30
InitialConnectTimeout=600.0
[Internationalization]
LocalizationPaths=../../../Engine/Content/Localization/Engine
LocalizationPaths=../../../../../Projects/ConanSandbox/Branches/Test/UE4/Content/Localization/Exiles_Items
LocalizationPaths=../../../../../Projects/ConanSandbox/Branches/Test/UE4/Content/Localization/Exiles_UI
LocalizationPaths=../../../../../Projects/ConanSandbox/Branches/Test/UE4/Content/Localization/Exiles_Dialogues
LocalizationPaths=../../../../../Projects/ConanSandbox/Branches/Test/UE4/Content/Localization/Exiles_Code
[/Script/Engine.Engine]
WorldSettingsClassName=/Script/ConanSandbox.ConanWorldSettings
LocalPlayerClassName=/Script/ConanSandbox.ConanLocalPlayer
GameViewportClientClassName=/Script/ConanSandbox.ConanGameViewportClient
LevelScriptActorClassName=/Script/ConanSandbox.ConanLevelScriptActor
+ActiveClassRedirects=(OldClassName="LoggerLibrary", NewClassName="/Script/DreamworldPreInit.LoggerLibrary")
+ActiveClassRedirects=(OldClassName="ELogChannel", NewClassName="/Script/DreamworldPreInit.ELogChannel")
+ActiveClassRedirects=(OldClassName="EDebugLevel", NewClassName="/Script/DreamworldPreInit.EDebugLevel")
+ActiveClassRedirects=(OldClassName="K2Node_DWAIMoveTo", NewClassName="/Script/ConanSandboxEditor.K2Node_DWAIMoveTo")
+ActiveClassRedirects=(OldClassName="AudioComponent", NewClassName="/Script/ConanSandbox.ConanAudioComponent")
+ActiveClassRedirects=(OldClassName="AmbientSound", NewClassName="/Script/ConanSandbox.ConanAmbientSound")
+ActiveClassRedirects=(OldClassName="ProjectileMovementComponent", NewClassName="/Script/ConanSandbox.ConanProjectileMovementComponent")
SubtitleFontName=/Game/Slate/NotoSansUI-Regular.NotoSansUI-Regular
[/Script/Engine.AudioSettings]
DefaultSoundClassName=/Game/Sound/Mixes_Classes/SFX_Master.SFX_Master
VoiPSoundClass=/Game/Sound/Mixes_Classes/Voice_Chat.Voice_Chat
[Voice]
bEnabled=true
[/Script/Engine.NavigationSystem]
bAutoCreateNavigationData=True
bAllowClientSideNavigation=False
bInitialBuildingLocked=False
bSkipAgentHeightCheckWhenPickingNavData=False
DataGatheringMode=Instant
bGenerateNavigationOnlyAroundNavigationInvokers=True
ActiveTilesUpdateInterval=1.000000
+SupportedAgents=(Name="Default",Color=(B=0,G=255,R=140,A=164),DefaultQueryExtent=(X=50.000000,Y=50.000000,Z=250.000000),NavigationDataClassName=/Script/Engine.RecastNavMesh,AgentRadius=50.000000,AgentHeight=144.000000,AgentStepHeight=-1.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData=Class'/Script/Engine.RecastNavMesh',bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False)
;+SupportedAgents=(Name="Big",Color=(B=255,G=146,R=0,A=164),DefaultQueryExtent=(X=50.000000,Y=50.000000,Z=250.000000),NavigationDataClassName=/Script/Engine.RecastNavMesh,AgentRadius=150.000000,AgentHeight=244.000000,AgentStepHeight=60.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData=Class'/Script/Engine.RecastNavMesh',bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False)
DirtyAreasUpdateFreq=60.000000
[SystemSettings]
;r.ShaderDevelopmentMode=1
;r.DumpShaderDebugInfo=1
;r.DumpShaderDebugShortNames=1
;r.RHICmdBypass=0
r.XGEShaderCompile = 1
;r.Shaders.Optimize=0
;r.Shaders.KeepDebugInfo=1
;r.TriangleOrderOptimization=2
a.ForceParallelAnimUpdate=0
net.UseAdaptiveNetUpdateFrequency=1
net.AllowAsyncLoading=1
p.NetEnableMoveCombining=1
net.AllowClientLoadDynamicObjects=0
; Terrain LOD relative streaming distances
;dw.TerrainLOD1RelativeStreamingDistance = 10000
;dw.TerrainLOD2RelativeStreamingDistance = 50000
;Visualize replicated location and rotation on reception.
;dw.DrawReplicatedLocationAndRotation=0
; Client prediction just uses the replicated velocity instead of finding the floor
; during simulated movement when nav walking on the server.
dw.NetClientFloatsDuringNavWalking=1
[/Script/ConanSandbox.SystemSettings]
; See also http://confluence.funcom.com/display/CS/Useful+Console+Commands
; Temp disable static roaming paths; the generation algo is not good enough.
; (See https://funcominc.atlassian.net/browse/EXILES-385)
dw.EnableStaticRoamingPaths=0
; Global and permanent enable/disable for the AILODSystem, for debugging purposes.
;dw.EnableAILODSystem=1
; Enable AI spawning. 0 = disable, 1 = enable (default).
;dw.EnableAISpawning=1
; Enable initial AI spawning pass to spawn everything on server startup. 0 = disable, 1 = enable (default on dedicated server).
;dw.EnableInitialAISpawningPass=1
; Can NPCs see other NPCs? (Note: Has no effect if NPCs have already been seen, so enable before playing.)
dw.NPCsTargetNPCs=1
; Can NPCs see buildings? (Note: Has no effect if buildings have already been seen, so enable before playing.)
dw.NPCsTargetBuildings=0
; Can NPCs see players? (Note: Has no effect if players have already been seen, so enable before playing.)
;dw.NPCsTargetPlayers=1
;Normal Tick Interval for Skeletal Mesh Components
dw.SkeletalMeshTickRate = 0.25
; AILOD distance defaults
dw.AILOD1Distance = 2000
dw.AILOD2Distance = 6000
dw.AILOD3Distance = 9500
;
; AILOD 0 throttles
;
;AI MovementComponent Tick Rate at AILOD 0
dw.AILOD0MovementTickRate = 0.1
;AI Post Physics Tick Rate at AILOD 0
dw.AILOD0PostPhysicsTickRate = 0.1
;AI Controller Tick Rate at AILOD 0.
dw.AILOD0ControllerTickRate = 0.25
;AI MovementComponent Tick Rate at AILOD 0 - Listen Server
dw.AILOD0ListenServerMovementTickRate = 0.0
;AI Post Physics Tick Rate at AILOD 0 - Listen Server
dw.AILOD0ListenServerPostPhysicsTickRate = 0.0
;AI Controller Tick Rate at AILOD 0. - Listen Server
dw.AILOD0ListenServerControllerTickRate = 0.0
;AI Behavior Tree Tick Rate at AILOD 0.
dw.AILOD0BehaviorTreeTickRate = 0.0
; Character net update frequency at AILOD 0.
; >= 0: Literal net update frequency.
; < 0: Use default from CDO.
dw.AILOD0NetUpdateFrequency=-1
;Character net priority at AILOD 0.
; >= 0: Literal net priority.
; < 0: Use default from CDO.
dw.AILOD0NetPriority=-1
;
; AILOD 1 throttles
;
;AI MovementComponent Tick Rate at AILOD 1
dw.AILOD1MovementTickRate = 0.25
;AI Post Physics Tick Rate at AILOD 1
dw.AILOD1PostPhysicsTickRate = 0.25
;AI Controller Tick Rate at AILOD 1.
dw.AILOD1ControllerTickRate=1.0
;AI Behavior Tree Tick Rate at AILOD 1.
dw.AILOD1BehaviorTreeTickRate=0.25
; Character net update frequency at AILOD 1.
; >= 0: Literal net update frequency.
; < 0: Use default from CDO.
dw.AILOD1NetUpdateFrequency=10
;Character net priority at AILOD 1.
; >= 0: Literal net priority.
; < 0: Use default from CDO.
dw.AILOD1NetPriority=-1
;
; AILOD 2 throttles
;
;AI MovementComponent Tick Rate at AILOD 2
dw.AILOD2MovementTickRate = 1.0
;AI Post Physics Tick Rate at AILOD 2
dw.AILOD2PostPhysicsTickRate = 1.0
;AI Controller Tick Rate at AILOD 2.
dw.AILOD2ControllerTickRate=2.0
;AI Behavior Tree Tick Rate at AILOD 2.
dw.AILOD2BehaviorTreeTickRate=2.0
; Character net update frequency at AILOD 2.
; >= 0: Literal net update frequency.
; < 0: Use default from CDO.
dw.AILOD2NetUpdateFrequency=1
;Character net priority at AILOD 2.
; >= 0: Literal net priority.
; < 0: Use default from CDO.
dw.AILOD2NetPriority=-1
;
; AILOD 3 throttles
;
;AI MovementComponent Tick Rate at AILOD 3
dw.AILOD3MovementTickRate = 20.0
;AI Post Physics Tick Rate at AILOD 3
dw.AILOD3PostPhysicsTickRate = 20.0
;AI Controller Tick Rate at AILOD 3.
dw.AILOD3ControllerTickRate=20.0
;AI Behavior Tree Tick Rate at AILOD 3.
dw.AILOD3BehaviorTreeTickRate=20.0
; Character net update frequency at AILOD 3.
; >= 0: Literal net update frequency.
; < 0: Use default from CDO.
dw.AILOD3NetUpdateFrequency=.1
;Character net priority at AILOD 3.
; >= 0: Literal net priority.
; < 0: Use default from CDO.
dw.AILOD3NetPriority=1
; Use raycasts to avoid LOD2 for NPCs that are visible by a player (experimental)
;dw.AILODUseRaycasts=0
; Disable transmit of AI LOD levels from server to client for LOD level debugging; takes too much time in ServerReplicateActors with thousands of AI.
dw.AllowAILODOverlay=0
;
; Block Detection in Path Following
;
;Default path following component block detection distance threshold, i.e. minimum amount of movement away from the average of the samples to not count as blocked.
dw.DefaultPathFollowingBlockDetectionDistanceThreshold=10.f
;Default path following component block detection interval, i.e. number of seconds between each sample.
dw.DefaultPathFollowingBlockDetectionInterval=.1f
;Default path following component block detection sample count.
dw.DefaultPathFollowingBlockDetectionNumSamples=10
;Debug draw static navigation in the given radius around the player.
;dw.DrawStaticNavigationRadius=0
;
; Avoidance in Path Following
;
; Use incorrect angle interpolation in path following with smooth turns (1 = on, 0 = off).
dw.nav.UseBrokenInterpolation=0
; Interpolate avoidance result by weight improvement (1 = on, 0 = off).
dw.nav.InterpolateAvoidanceResult=0
; Fraction of obstacle weight at which the NPC will start to slow down. (0.0 = start slowing down at MaxTimeHorizon, 1.0 = stop short at MinTimeHorizon.
dw.nav.AvoidanceBreakingStartFraction = 0
; Power of avoidance breaking curve (1.0 = linear).
dw.nav.AvoidanceBreakingCurvePower = 1
; Use current angle's weight when computing breaking (i.e. not the ideal angle's weight) (1 = on, 0 = off).
dw.nav.AvoidanceUseCurrentAngleWeightForBreaking = 0
; Limit search range when selecting avoidance angle (1 = on, 0 = off).
dw.nav.AvoidanceLimitYawSearchRange = 0
; Bias for weighting a left turn. (0.0 = no bias, -1.0 = always turn left, 1.0 = always turn right).
dw.nav.AvoidanceLeftBias = -0.5
; Use ideal (not interpolated) yaw angle as input (1 = on, 0 = off).
dw.nav.AvoidanceUseIdealYawAsInput = 0
; Add this amount of the overlap at closest point of approach to the avoidance obstacle weights (0.0 = don't use).
dw.nav.AvoidanceObstacleOverlapWeight = 0.0
; Use perpendicular trajectory for computing avoidance angle (0 = use legacy method).
dw.nav.AvoidanceUsePerpendicularAngleComputation = 1
; Max turn angle when using perpendicular avoidance method (should be in the range [90.0, 179.0]).
dw.nav.AvoidancePerpendicularAngleMaxAdjustment = 130.0
; Oversteering when using perpendicular avoidance method, in degrees. Used to dislodge parallel walkers.
dw.nav.AvoidancePerpendicularAngleOversteering = 10
; Field-of-view in degrees from center (so half the total angle) in which obstacles will be considered
; Based on current, not predicted position.
dw.nav.AvoidanceFov = 80
; Include non-pawns (i.e. placeables etc.) when gathering AILOD actors for avoidance (1 = on, 0 = off).
dw.nav.AvoidNonPawns = 0
; Distance allowed between the start location and an unbroken remaining trace to count it as continuous.
; Used to avoid the NPC getting stuck on the very edge of the navmesh.
dw.nav.RaycastEdgeEntryOffset = 5.0
; Amount to depenetrate when motion hits / is inside navmesh.
; Used to avoid snagging on the navmesh all the time.
dw.nav.DepenetrationLength = 5.0
; Min rotation velocity at which to reset block detection, to avoid detecting a block while turning in place.
dw.nav.BlockDetectionMinYaw = 10.0
; Inflate corners by this amount when doing smooth turns to avoid inaccuracies causing the NPC to snag on the navmesh.
dw.nav.SmoothTurnCornerInflation = 10.0
[/Script/AIModule.CrowdManager]
+AvoidanceConfig=(VelocityBias=0.500000,DesiredVelocityWeight=2.000000,CurrentVelocityWeight=0.750000,SideBiasWeight=0.750000,ImpactTimeWeight=2.500000,ImpactTimeRange=2.500000,CustomPatternIdx=255,AdaptiveDivisions=5,AdaptiveRings=2,AdaptiveDepth=1)
+AvoidanceConfig=(VelocityBias=0.500000,DesiredVelocityWeight=2.000000,CurrentVelocityWeight=0.750000,SideBiasWeight=0.750000,ImpactTimeWeight=2.500000,ImpactTimeRange=2.500000,CustomPatternIdx=255,AdaptiveDivisions=5,AdaptiveRings=2,AdaptiveDepth=2)
+AvoidanceConfig=(VelocityBias=0.500000,DesiredVelocityWeight=2.000000,CurrentVelocityWeight=0.750000,SideBiasWeight=0.750000,ImpactTimeWeight=2.500000,ImpactTimeRange=2.500000,CustomPatternIdx=255,AdaptiveDivisions=7,AdaptiveRings=2,AdaptiveDepth=3)
+AvoidanceConfig=(VelocityBias=0.500000,DesiredVelocityWeight=2.000000,CurrentVelocityWeight=0.750000,SideBiasWeight=0.750000,ImpactTimeWeight=2.500000,ImpactTimeRange=2.500000,CustomPatternIdx=255,AdaptiveDivisions=7,AdaptiveRings=3,AdaptiveDepth=3)
MaxAgents=10000
MaxAgentRadius=100.000000
MaxAvoidedAgents=6
MaxAvoidedWalls=8
NavmeshCheckInterval=1.000000
PathOptimizationInterval=0.500000
bResolveCollisions=False
[/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=0.666000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000)),DefaultValue=340282346638528859811704183484516925440.000000),ExternalCurve=None)
[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-980.000000
DefaultTerminalVelocity=4000.000000
DefaultFluidFriction=0.300000
RagdollAggregateThreshold=4
TriangleMeshTriangleMinAreaThreshold=5.000000
bEnableAsyncScene=False
bEnableShapeSharing=False
bEnablePCM=False
bWarnMissingLocks=True
bEnable2DPhysics=False
LockedAxis=Invalid
DefaultDegreesOfFreedom=Full3D
BounceThresholdVelocity=200.000000
FrictionCombineMode=Average
RestitutionCombineMode=Average
MaxAngularVelocity=3600.000000
MaxDepenetrationVelocity=0.000000
ContactOffsetMultiplier=0.010000
MinContactOffset=0.000100
MaxContactOffset=1.000000
bSimulateSkeletalMeshOnDedicatedServer=True
bDefaultHasComplexCollision=False
bSuppressFaceRemapTable=False
bDisableActiveTransforms=False
bDisableCCD=False
MaxPhysicsDeltaTime=0.033333
bSubstepping=False
bSubsteppingAsync=False
MaxSubstepDeltaTime=0.016667
MaxSubsteps=6
SyncSceneSmoothingFactor=0.000000
AsyncSceneSmoothingFactor=0.990000
InitialAverageFrameRate=0.016667
+PhysicalSurfaces=(Type=SurfaceType1,Name="Stone")
+PhysicalSurfaces=(Type=SurfaceType2,Name="Wood")
+PhysicalSurfaces=(Type=SurfaceType3,Name="Clay")
+PhysicalSurfaces=(Type=SurfaceType4,Name="Coal")
+PhysicalSurfaces=(Type=SurfaceType5,Name="Ironwood")
+PhysicalSurfaces=(Type=SurfaceType6,Name="PlantGeneric")
+PhysicalSurfaces=(Type=SurfaceType7,Name="AloeVera")
+PhysicalSurfaces=(Type=SurfaceType8,Name="IronOre")
+PhysicalSurfaces=(Type=SurfaceType9,Name="Starmetal")
+PhysicalSurfaces=(Type=SurfaceType10,Name="Cotton")
+PhysicalSurfaces=(Type=SurfaceType11,Name="WhiteLotus")
+PhysicalSurfaces=(Type=SurfaceType12,Name="BlackLotus")
+PhysicalSurfaces=(Type=SurfaceType13,Name="Brimstone")
+PhysicalSurfaces=(Type=SurfaceType14,Name="Grass_Forest")
+PhysicalSurfaces=(Type=SurfaceType15,Name="Sand_deep")
+PhysicalSurfaces=(Type=SurfaceType16,Name="Sand_normal")
+PhysicalSurfaces=(Type=SurfaceType17,Name="Dirt")
+PhysicalSurfaces=(Type=SurfaceType18,Name="Mud")
+PhysicalSurfaces=(Type=SurfaceType19,Name="Bone")
+PhysicalSurfaces=(Type=SurfaceType20,Name="Water_shallow")
+PhysicalSurfaces=(Type=SurfaceType21,Name="Water_deep")
+PhysicalSurfaces=(Type=SurfaceType22,Name="Gravel")
+PhysicalSurfaces=(Type=SurfaceType23,Name="Wood_solid")
+PhysicalSurfaces=(Type=SurfaceType24,Name="Wood_creaky")
+PhysicalSurfaces=(Type=SurfaceType25,Name="Metal")
+PhysicalSurfaces=(Type=SurfaceType26,Name="Gore")
+PhysicalSurfaces=(Type=SurfaceType27,Name="Snow_normal")
+PhysicalSurfaces=(Type=SurfaceType28,Name="Snow_deep")
+PhysicalSurfaces=(Type=SurfaceType29,Name="Leather")
+PhysicalSurfaces=(Type=SurfaceType30,Name="Skin_Normal")
+PhysicalSurfaces=(Type=SurfaceType31,Name="Skin_Shell")
+PhysicalSurfaces=(Type=SurfaceType32,Name="Chain_Metal")
+PhysicalSurfaces=(Type=SurfaceType33,Name="Ice")
+PhysicalSurfaces=(Type=SurfaceType34,Name="Shield_Wood")
+PhysicalSurfaces=(Type=SurfaceType35,Name="Shield_Metal")
+PhysicalSurfaces=(Type=SurfaceType36,Name="Armor_None")
+PhysicalSurfaces=(Type=SurfaceType37,Name="Armor_Light")
+PhysicalSurfaces=(Type=SurfaceType38,Name="Armor_Medium")
+PhysicalSurfaces=(Type=SurfaceType39,Name="Armor_Heavy")
+PhysicalSurfaces=(Type=SurfaceType40,Name="Armor_Bone")
+PhysicalSurfaces=(Type=SurfaceType41,Name="MetalGong_Med")
+PhysicalSurfaces=(Type=SurfaceType42,Name="Arrow_Targ_Bullseye")
+PhysicalSurfaces=(Type=SurfaceType43,Name="Arrow_Targ_Miss")
+PhysicalSurfaces=(Type=SurfaceType44,Name="Arrow_Targ_Paper")
+PhysicalSurfaces=(Type=SurfaceType45,Name="Grass_Normal")
+PhysicalSurfaces=(Type=SurfaceType46,Name="Grass_Long")
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
-TargetedRHIs=PCD3D_SM5
-TargetedRHIs=PCD3D_SM4
+TargetedRHIs=PCD3D_SM5
+TargetedRHIs=PCD3D_SM4
MinimumOSVersion=MSOS_Vista
AudioDevice=
[/Script/Engine.CollisionProfile]
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,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="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Building_Structure"),(Channel="Resource")),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="Projectile",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="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Building_Structure"),(Channel="Resource"),(Channel="SandStormMonsterSpawn")),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="Projectile",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Building_Structure")),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="Attack",Response=ECR_Ignore),(Channel="Defense",Response=ECR_Ignore),(Channel="Hitbox",Response=ECR_Ignore),(Channel="Building_Structure"),(Channel="Resource")),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Building_Structure"),(Channel="Projectile",Response=ECR_Overlap),(Channel="Resource"),(Channel="SandStormMonsterSpawn")),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="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Building_Structure"),(Channel="Trace_ProjectilePrecision"),(Channel="SandStormMonsterSpawn")),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=((Channel="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Building_Structure"),(Channel="Resource")),HelpMessage="Simulating actors",bCanModify=False)
+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=((Channel="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Building_Structure"),(Channel="Resource"),(Channel="SandStormMonsterSpawn")),HelpMessage="Destructible actors",bCanModify=False)
+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Building_Structure"),(Channel="Resource"),(Channel="SandStormMonsterSpawn")),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Building_Structure")),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="Projectile",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Building_Structure"),(Channel="Resource")),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=((Channel="Building_Structure"),(Channel="Resource"),(Channel="SandStormMonsterSpawn")),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)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="Attack",CollisionEnabled=QueryOnly,ObjectTypeName="Attack",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="EngineTraceChannel1",Response=ECR_Ignore),(Channel="EngineTraceChannel2",Response=ECR_Ignore),(Channel="EngineTraceChannel3",Response=ECR_Ignore),(Channel="EngineTraceChannel4",Response=ECR_Ignore),(Channel="EngineTraceChannel5",Response=ECR_Ignore),(Channel="EngineTraceChannel6",Response=ECR_Ignore),(Channel="Attack",Response=ECR_Ignore),(Channel="Building_Structure",Response=ECR_Ignore),(Channel="GameTraceChannel16",Response=ECR_Ignore),(Channel="GameTraceChannel17",Response=ECR_Ignore),(Channel="GameTraceChannel18",Response=ECR_Ignore)),HelpMessage="Collision Preset used for collisions used for attacking/dealing damage.",bCanModify=True)
+Profiles=(Name="Defense",CollisionEnabled=QueryOnly,ObjectTypeName="Defense",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="EngineTraceChannel1",Response=ECR_Ignore),(Channel="EngineTraceChannel2",Response=ECR_Ignore),(Channel="EngineTraceChannel3",Response=ECR_Ignore),(Channel="EngineTraceChannel4",Response=ECR_Ignore),(Channel="EngineTraceChannel5",Response=ECR_Ignore),(Channel="EngineTraceChannel6",Response=ECR_Ignore),(Channel="Defense",Response=ECR_Ignore),(Channel="Hitbox",Response=ECR_Ignore),(Channel="Building_Structure",Response=ECR_Ignore),(Channel="GameTraceChannel16",Response=ECR_Ignore),(Channel="GameTraceChannel17",Response=ECR_Ignore),(Channel="GameTraceChannel18",Response=ECR_Ignore)),HelpMessage="Used for shields and stuff that blocks attacks.",bCanModify=True)
+Profiles=(Name="Hitbox",CollisionEnabled=QueryOnly,ObjectTypeName="Hitbox",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="EngineTraceChannel1",Response=ECR_Ignore),(Channel="EngineTraceChannel2",Response=ECR_Ignore),(Channel="EngineTraceChannel3",Response=ECR_Ignore),(Channel="EngineTraceChannel4",Response=ECR_Ignore),(Channel="EngineTraceChannel5",Response=ECR_Ignore),(Channel="EngineTraceChannel6",Response=ECR_Ignore),(Channel="Defense",Response=ECR_Ignore),(Channel="Hitbox",Response=ECR_Ignore),(Channel="Building_Structure",Response=ECR_Ignore),(Channel="GameTraceChannel16",Response=ECR_Ignore),(Channel="GameTraceChannel17",Response=ECR_Ignore),(Channel="GameTraceChannel18",Response=ECR_Ignore)),HelpMessage="Used for being hit by attacks",bCanModify=True)
+Profiles=(Name="LandscapeBuildingProfile",CollisionEnabled=QueryAndPhysics,ObjectTypeName=,CustomResponses=,HelpMessage="Landscape Building Profile",bCanModify=True)
+Profiles=(Name="Resource",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Resource",CustomResponses=((Channel="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Building_Structure"),(Channel="Resource"),(Channel="SandStormMonsterSpawn"),(Channel="Trace_Interactable")),HelpMessage="Put this on resources",bCanModify=True)
+Profiles=(Name="Building_PlaceableBeingPlaced",CollisionEnabled=QueryAndPhysics,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_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Attack",Response=ECR_Ignore),(Channel="Defense",Response=ECR_Ignore),(Channel="Hitbox",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap)),HelpMessage="Preset for placeables that are in the process of being placed in the world",bCanModify=True)
+Profiles=(Name="BuildingStructure",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Building_Structure",CustomResponses=((Channel="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Building_Structure"),(Channel="Trace_BuildingStructure"),(Channel="Resource"),(Channel="SandStormMonsterSpawn"),(Channel="Trace_Interactable")),HelpMessage="Used for building modules",bCanModify=True)
+Profiles=(Name="ResourceNoCollision",CollisionEnabled=QueryOnly,ObjectTypeName="Resource",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Attack"),(Channel="Building_Structure",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Trace_Interactable")),HelpMessage="Put this on resources that should not block the player",bCanModify=True)
+Profiles=(Name="ResourceRagdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Resource",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Building_Structure"),(Channel="Trace_Interactable")),HelpMessage="Has the same collision profile as ragdoll, but overlaps with Resource instead.",bCanModify=True)
+Profiles=(Name="AudioTriggerOverlap",CollisionEnabled=QueryOnly,ObjectTypeName="AudioTrigger",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="Attack",Response=ECR_Ignore),(Channel="Defense",Response=ECR_Ignore),(Channel="Hitbox",Response=ECR_Ignore),(Channel="Building_Structure",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="WaterPhysics",Response=ECR_Ignore),(Channel="Resource",Response=ECR_Ignore),(Channel="AudioTrigger",Response=ECR_Overlap)),HelpMessage="Static object used for overlap checks for triggering audio.",bCanModify=True)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Attack",DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="Defense",DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="Hitbox",DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="Building_Structure",DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="Trace_BuildingStructure",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,Name="Projectile",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,Name="WaterPhysics",DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,Name="Trace_ProjectilePrecision",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel9,Name="Resource",DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel10,Name="Trace_BuildingGhost",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel11,Name="Sandstorm",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel12,Name="CollisionTrigger",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel13,Name="Hazard",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel14,Name="SandStormMonsterSpawn",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel15,Name="AudioTrigger",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel16,Name="Trace_Interactable",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel17,Name="DamagePrevention_BlockNothing",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel18,Name="LootBag",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+EditProfiles=(Name="BlockAll",CustomResponses=((Channel="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Resource"),(Channel="Building_Structure"),(Channel="SandStormMonsterSpawn"),(Channel="Trace_Interactable")))
+EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Resource"),(Channel="Building_Structure"),(Channel="SandStormMonsterSpawn"),(Channel="Trace_Interactable")))
+EditProfiles=(Name="PhysicsActor",CustomResponses=((Channel="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Resource"),(Channel="Building_Structure"),(Channel="Camera",Response=ECR_Ignore)))
+EditProfiles=(Name="Destructible",CustomResponses=((Channel="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Resource"),(Channel="Building_Structure"),(Channel="SandStormMonsterSpawn"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)))
+EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Resource"),(Channel="Building_Structure"),(Channel="SandStormMonsterSpawn")))
+EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Building_Structure"),(Channel="SandStormMonsterSpawn")))
+EditProfiles=(Name="Ragdoll",CustomResponses=((Channel="Attack"),(Channel="Defense"),(Channel="Hitbox"),(Channel="Resource"),(Channel="Building_Structure"),(Channel="Camera",Response=ECR_Ignore)))
+EditProfiles=(Name="OverlapOnlyPawn",CustomResponses=((Channel="Attack",Response=ECR_Ignore),(Channel="Defense",Response=ECR_Ignore),(Channel="Hitbox",Response=ECR_Ignore),(Channel="Resource"),(Channel="Building_Structure")))
+EditProfiles=(Name="Pawn",CustomResponses=((Channel="Resource"),(Channel="Building_Structure"),(Channel="Projectile",Response=ECR_Overlap),(Channel="SandStormMonsterSpawn"),(Channel="Camera",Response=ECR_Ignore),(Channel="Trace_Interactable")))
+EditProfiles=(Name="Vehicle",CustomResponses=((Channel="Resource"),(Channel="Building_Structure"),(Channel="SandStormMonsterSpawn"),(Channel="Camera",Response=ECR_Ignore)))
+EditProfiles=(Name="IgnoreOnlyPawn",CustomResponses=((Channel="Building_Structure"),(Channel="Trace_Interactable",Response=ECR_Ignore)))
+EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="Building_Structure"),(Channel="Trace_ProjectilePrecision"),(Channel="SandStormMonsterSpawn"),(Channel="Camera",Response=ECR_Ignore)))
+EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="Projectile",Response=ECR_Overlap),(Channel="SandStormMonsterSpawn",Response=ECR_Ignore)))
+EditProfiles=(Name="OverlapAllDynamic",CustomResponses=((Channel="Projectile",Response=ECR_Overlap),(Channel="Trace_Interactable",Response=ECR_Ignore)))
+EditProfiles=(Name="Trigger",CustomResponses=((Channel="Projectile",Response=ECR_Overlap)))
+EditProfiles=(Name="UI",CustomResponses=((Channel="Projectile",Response=ECR_Overlap)))
+EditProfiles=(Name="NoCollision",CustomResponses=((Channel="SandStormMonsterSpawn",Response=ECR_Ignore)))
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="Weapon",NewName="Attack")
+CollisionChannelRedirects=(OldName="Building_Floor",NewName="Building_Foundation")
+CollisionChannelRedirects=(OldName="Material",NewName="Resource")
+CollisionChannelRedirects=(OldName="AffectedBySandstorm",NewName="CollisionTrigger")
+CollisionChannelRedirects=(OldName="Visibility_NoBushes",NewName="SandStormMonsterSpawn")
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