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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