[/Script/EngineSettings.GameMapsSettings] GameInstanceClass=/Script/FortniteGame.FortGameInstance GameDefaultMap=/Game/Maps/Frontend ServerDefaultMap=/Game/Maps/FortniteEmptyDedicated GlobalDefaultGameMode=/Script/FortniteGame.FortGameModeZone GlobalDefaultServerGameMode=/Script/FortniteGame.FortGameModeEmptyDedicated TransitionMap=/Game/Maps/FortniteTransition LocalMapOptions= EditorStartupMap= -SubLevelClassesToStrip=(ClassToStrip=/Script/Engine.WorldSettings,StripMode=ExactClass) +SubLevelClassesToStrip=(ClassToStrip=/Script/FortniteGame.FortWorldSettings,StripMode=ExactClass) [BuildConfiguration] bAllowHotReloadFromIDE=false [CrashContextProperties] CrashReportClientRichText=NSLOCTEXT("FortGlobals", "FortniteCrashReportClientText", "We are very sorry that this crash occurred. Our goal is to prevent crashes like this from occurring in the future. Please help us track down and fix this crash by providing detailed information about what you were doing so that we may reproduce the crash and fix it quickly. You can also get help at Fortnite Help.\n\nThanks for your help in improving Fortnite.") ; Assumes headless Linux client [/Script/LinuxTargetPlatform.LinuxTargetSettings] !TargetedRHIs=ClearArray +TargetedRHIs=SF_VULKAN_SM5 [Core.Log] LogHttp=warning LogXmpp=warning LogBeacon=verbose LogQos=verbose LogOnline=log LogOnlineCloud=verbose LogOnlineGame=verbose LogOnlineParty=verbose LogParty=verbose LogOnlineChat=log LogGarbage=log LogTemp=warning LogSourceControl=Warning LogLootTables=Warning LogMatchmakingServiceClient=verbose LogMatchmakingServiceDedicatedServer=verbose LogUAC=Log LogBattlEye=Log LogEasyAntiCheatServer=Log LogEasyAntiCheatClient=Log ; LogFortAnalytics prints Core.ServerPerformance once in a while, but shouldn't be spammy otherwise LogFortAnalytics=Log LogVoiceEngine=Error [LogFiles] MaxLogFilesOnDisk=300 [Core.System] ZeroEngineVersionWarning=False LoadingScreenHangDurationMultiplier=3.0 [/Script/Engine.GarbageCollectionSettings] gc.MaxObjectsNotConsideredByGC=1 gc.SizeOfPermanentObjectPool=17825792 gc.FlushStreamingOnGC=False gc.ActorClusteringEnabled=True gc.BlueprintClusteringEnabled=True gc.UseDisregardForGCOnDedicatedServers=True [/Script/Engine.StreamingSettings] s.WarnIfTimeLimitExceeded=False s.PriorityAsyncLoadingExtraTime=40.0 s.PriorityLevelStreamingActorsUpdateExtraTime=10.0 s.EventDrivenLoaderEnabled=true s.ProcessPrestreamingRequests=True s.ForceGCAfterLevelStreamedOut=0 s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0 s.AllowLevelRequestsWhileAsyncLoadingInMatch=1 s.MaxLevelRequestsAtOnceWhileInMatch=2 s.AsyncLoadingThreadEnabled=True s.AsyncPostLoadEnabled=True [HTTP] HttpTimeout=30 [Internationalization] +LocalizationPaths=%GAMEDIR%Content/Localization/EngineOverrides [DeviceProfileManager] -DeviceProfileSelectionModule=ExampleDeviceProfileSelector [CoreRedirects] ; Added during 7.0 development, can probably be removed before ship +ClassRedirects=(OldName="AthenaWeaponCosmeticItemDefinition", NewName="AthenaItemWrapDefinition") +EnumRedirects=(OldName="EFortBangType",ValueChanges=(("CosmeticWeapon","CosmeticItemWrap"))) ; End of 7.0 development stuff +ClassRedirects=(OldName="AthenaMusicOverrideItemDefinition", NewName="AthenaMusicPackItemDefinition") +EnumRedirects=(OldName="EFortBangType",ValueChanges=(("CosmeticMusicOverride","CosmeticMusicPack"))) +PropertyRedirects=(OldName="FortItemDefinition.Tooltip", NewName="FortItemDefinition.TooltipClass") +PropertyRedirects=(OldName="FortExpeditionItemDefinition.MaxTargetPowerRating", NewName="FortItemDefinition.BaseTargetPowerRating") +FunctionRedirects=(OldName="FortUIBlueprintFunctionLibrary.GetSmallItemDefinitionPreviewImageBrush", NewName="FortUIBlueprintFunctionLibrary.GetItemDefinitionSmallPreviewImageBrush") +FunctionRedirects=(OldName="FortUIBlueprintFunctionLibrary.GetSmallItemPreviewImageBrush", NewName="FortUIBlueprintFunctionLibrary.GetItemSmallPreviewImageBrush") +ClassRedirects=(OldName="FortEnemyTargetedWidget", NewName="FortHUDTargetUnderReticleWidget") +ClassRedirects=(OldName="FortPlayerAnimGraphInstance", NewName="FortPlayerAnimInstance") +FunctionRedirects=(OldName="FortUIBlueprintFunctionLibrary.GetSmallItemPreviewImageBrush", NewName="FortUIBlueprintFunctionLibrary.GetItemSmallPreviewImageBrush") +FunctionRedirects=(OldName="FortItemPickerBase.CommitSelectedItem", NewName="FortItemPickerBase.TryCommitSelectedItem") +EnumRedirects=(OldName="/Script/FortniteUI.EFortSupportBonusType", NewName="/Script/FortniteGame.EFortSupportBonusType") +PropertyRedirects=(OldName="Widget.Opacity", NewName="Widget.RenderOpacity") +FunctionRedirects=(OldName="Widget.GetOpacity", NewName="Widget.GetRenderOpacity") +FunctionRedirects=(OldName="Widget.SetOpacity", NewName="Widget.SetRenderOpacity") +FunctionRedirects=(OldName="AthenaHUDBase.TeamMembersChanged", NewName="AthenaHUDBase.SquadMembersChanged") +PropertyRedirects=(OldName="FortDirectAcquisitionWidgetBase.OfferData",NewName="FortDirectAcquisitionWidgetBase.AcquisitionOfferData") +PropertyRedirects=(OldName="FortQueryTwoPointSolver.OnCustomRotationMode.PointA",NewName="InPointA") +PropertyRedirects=(OldName="FortMission.BlueprintCustomHandleMissionEvent.MissionGuid",NewName="InMissionGuid") +ClassRedirects=(OldName="FortCrackEffect", NewName="BuildingWeakSpot") +PropertyRedirects=(OldName="FortGameData.CrackEffectBlueprintClass",NewName="WeakSpotBlueprintClass") +ClassRedirects=(OldName="FortHeroLeaderPerkDefinition", NewName="FortHeroTeamLeadPerkDefinition") +PropertyRedirects=(OldName="FortHeroTeamLeadPerkDefinition.LeaderPerkConditions",NewName="TeamLeadPerkConditions") +PropertyRedirects=(OldName="FortCampaignHeroLoadoutItemDefinition.LeaderSlotQuery",NewName="TeamLeadSlotQuery") +PropertyRedirects=(OldName="FortCampaignHeroLoadoutItemDefinition.FollowerSlotQuery",NewName="SupportHeroSlotQuery") +FunctionRedirects=(OldName="FortCampaignHeroLoadoutItem.GetFollowerHeroes", NewName="FortCampaignHeroLoadoutItem.GetSupportHeroes") +FunctionRedirects=(OldName="FortHeroGameplayDefinition.GetAbilityKitForHeroCrewLeaderPerk", NewName="FortHeroGameplayDefinition.GetAbilityKitForTeamLeadPerk") +FunctionRedirects=(OldName="FortHeroGameplayDefinition.GetAbilityKitForHeroCommanderPerk", NewName="FortHeroGameplayDefinition.GetAbilityKitForCommanderPerk") +ClassRedirects=(OldName="AthenaInGameModifierItemDefinition", NewName="AthenaGadgetItemDefinition") +ClassRedirects=(OldName="AthenaJetpackFuelGauge", NewName="AthenaGadgetFuelWidget") +FunctionRedirects=(OldName="FortPlayerPawnAthena.ActivateMeleeCombatSlow", NewName="FortPlayerPawnAthena.MeleeCombatActivated") +ClassRedirects=(OldName="FortAthenaMutator_ItemDropOverride", NewName="FortAthenaMutator_InventoryOverride") +PropertyRedirects=(OldName="FortExpeditionSummaryWidget.LandVehicles",NewName="LandVehiclesTotal") +PropertyRedirects=(OldName="FortExpeditionSummaryWidget.SeaVehicles",NewName="SeaVehiclesTotal") +PropertyRedirects=(OldName="FortExpeditionSummaryWidget.AirVehicles",NewName="AirVehiclesTotal") +PropertyRedirects=(OldName="FortRemoteControlledPawnAthena.RemoteControlledPawnCameraClass",NewName="RemoteControlledPawnDefaultCameraClass") +ClassRedirects=(OldName="FortToyActorBase", NewName="FortToyPreviewActor") +ClassRedirects=(OldName="AnimNotify_PlayFeedbackLine_C",NewName="/Script/FortniteGame.FortAnimNotify_PlayFeedbackLine",OverrideClassName="/Script/CoreUObject.Class") ; ListView refactors +ClassRedirects=(OldName="/Script/CommonUI.CommonListItem", NewName="/Script/UMG.UserListEntry") +ClassRedirects=(OldName="/Script/UMG.UserTableRow", NewName="/Script/UMG.UserListEntry") +ClassRedirects=(OldName="/Script/CommonUI.CommonObjectListItem", NewName="/Script/UMG.UserObjectListEntry") +ClassRedirects=(OldName="/Script/UMG.UserObjectTableRow", NewName="/Script/UMG.UserObjectListEntry") +ClassRedirects=(OldName="/Script/UMG.NativeUserTableRow", NewName="/Script/UMG.NativeUserListEntry") +FunctionRedirects=(OldName="UserListEntry.SetSelected", NewName="BP_OnItemSelectionChanged") +PropertyRedirects=(OldName="UserListEntry.BP_OnItemSelectionChanged.bSelected", NewName="bIsSelected") +FunctionRedirects=(OldName="UserListEntry.SetExpanded", NewName="BP_OnItemExpansionChanged") +FunctionRedirects=(OldName="UserListEntry.BP_OnRowReleased", NewName="BP_OnEntryReleased") +FunctionRedirects=(OldName="UserListEntry.SetIndexInList", Removed=True) +FunctionRedirects=(OldName="UserListEntry.ToggleExpansion", Removed=True) +FunctionRedirects=(OldName="UserListEntry.GetIndentLevel", Removed=True) +FunctionRedirects=(OldName="UserListEntry.DoesItemHaveChildren", Removed=True) +FunctionRedirects=(OldName="UserListEntry.Private_OnExpanderArrowShiftClicked", Removed=True) +FunctionRedirects=(OldName="UserListEntry.RegisterOnClicked", Removed=True) +FunctionRedirects=(OldName="UserObjectListEntry.Reset", NewName="BP_OnEntryReleased") +FunctionRedirects=(OldName="UserObjectListEntry.GetData", NewName="GetListItemObject") +FunctionRedirects=(OldName="UserObjectListEntry.SetData", NewName="OnListItemObjectSet") +PropertyRedirects=(OldName="UserObjectListEntry.OnListItemObjectSet.InData",NewName="ListItemObject") +FunctionRedirects=(OldName="CommonButton.OnClicked", NewName="BP_OnClicked") +FunctionRedirects=(OldName="CommonButton.OnDoubleClicked", NewName="BP_OnDoubleClicked") +FunctionRedirects=(OldName="CommonButton.OnHovered", NewName="BP_OnHovered") +FunctionRedirects=(OldName="CommonButton.OnUnhovered", NewName="BP_OnUnhovered") +FunctionRedirects=(OldName="CommonButton.OnEnabled", NewName="BP_OnEnabled") +FunctionRedirects=(OldName="CommonButton.OnDisabled", NewName="BP_OnDisabled") +FunctionRedirects=(OldName="CommonButton.OnSelected", NewName="BP_OnSelected") +FunctionRedirects=(OldName="CommonButton.OnDeselected", NewName="BP_OnDeselected") +FunctionRedirects=(OldName="CommonListView.GetSelectedItem", NewName="BP_GetSelectedItem") +FunctionRedirects=(OldName="CommonListView.ScrollIntoView", NewName="ScrollItemIntoView") +FunctionRedirects=(OldName="CommonListView.SetDataProvider", NewName="BP_SetListItems") +FunctionRedirects=(OldName="CommonListView.SetListItemsSource", NewName="BP_SetListItems") +PropertyRedirects=(OldName="ListView.BP_SetListItems.InDataProvider", NewName="InListItems") +PropertyRedirects=(OldName="ListView.BP_SetListItems.ListItems", NewName="InListItems") +FunctionRedirects=(OldName="CommonListView.Clear", NewName="ClearListItems") +FunctionRedirects=(OldName="CommonListView.SetItemHeight", NewName="TileView.SetEntryHeight") +FunctionRedirects=(OldName="TableViewBase.RegenerateAllRows", NewName="RegenerateAllEntries") +PropertyRedirects=(OldName="TreeView.SetItemExpansion.InShouldExpandItem",NewName="bExpandItem") +PropertyRedirects=(OldName="CommonTileView.ItemAlignment",NewName="TileAlignment") +FunctionRedirects=(OldName="CommonTileView.SetItemWidth", NewName="SetEntryWidth") +PropertyRedirects=(OldName="CommonListView.OnItemClicked", NewName="BP_OnItemClicked") +PropertyRedirects=(OldName="CommonListView.OnItemDoubleClicked", NewName="BP_OnItemDoubleClicked") +PropertyRedirects=(OldName="CommonListView.OnItemSelected", NewName="BP_OnItemSelectionChanged") +PropertyRedirects=(OldName="CommonListView.OnItemHovered", NewName="BP_OnItemIsHoveredChanged") +PropertyRedirects=(OldName="CommonListView.OnItemWidgetCreated", NewName="BP_OnEntryGenerated") +PropertyRedirects=(OldName="CommonListView.OnItemWidgetDestroyed", NewName="BP_OnEntryReleased") +PropertyRedirects=(OldName="CommonListView.OnItemScrolledIntoView", NewName="BP_OnItemScrolledIntoView") +PropertyRedirects=(OldName="CommonListView.ListItemClass", NewName="EntryWidgetClass") +PropertyRedirects=(OldName="CommonListView.RowWidgetClass", NewName="EntryWidgetClass") +PropertyRedirects=(OldName="CommonTileView.OnItemClicked", NewName="BP_OnItemClicked") +PropertyRedirects=(OldName="CommonTileView.OnItemDoubleClicked", NewName="BP_OnItemDoubleClicked") +PropertyRedirects=(OldName="CommonTileView.OnItemSelected", NewName="BP_OnItemSelectionChanged") +PropertyRedirects=(OldName="CommonTileView.OnItemHovered", NewName="BP_OnItemIsHoveredChanged") +PropertyRedirects=(OldName="CommonTileView.OnItemWidgetCreated", NewName="BP_OnEntryGenerated") +PropertyRedirects=(OldName="CommonTileView.OnItemWidgetDestroyed", NewName="BP_OnEntryReleased") +PropertyRedirects=(OldName="CommonTileView.OnItemScrolledIntoView", NewName="BP_OnItemScrolledIntoView") +PropertyRedirects=(OldName="CommonTileView.ListItemClass", NewName="EntryWidgetClass") +PropertyRedirects=(OldName="CommonTileView.RowWidgetClass", NewName="EntryWidgetClass") +PropertyRedirects=(OldName="CommonTileView.ItemHeight", NewName="EntryHeight") +PropertyRedirects=(OldName="CommonTileView.ItemWidth", NewName="EntryWidth") +PropertyRedirects=(OldName="CommonTreeView.OnItemClicked", NewName="BP_OnItemClicked") +PropertyRedirects=(OldName="CommonTreeView.OnItemDoubleClicked", NewName="BP_OnItemDoubleClicked") +PropertyRedirects=(OldName="CommonTreeView.OnItemSelected", NewName="BP_OnItemSelectionChanged") +PropertyRedirects=(OldName="CommonTreeView.OnItemHovered", NewName="BP_OnItemIsHoveredChanged") +PropertyRedirects=(OldName="CommonTreeView.OnItemWidgetCreated", NewName="BP_OnEntryGenerated") +PropertyRedirects=(OldName="CommonTreeView.OnItemWidgetDestroyed", NewName="BP_OnEntryReleased") +PropertyRedirects=(OldName="CommonTreeView.OnItemScrolledIntoView", NewName="BP_OnItemScrolledIntoView") +PropertyRedirects=(OldName="CommonTreeView.ListItemClass", NewName="EntryWidgetClass") +PropertyRedirects=(OldName="CommonTreeView.RowWidgetClass", NewName="EntryWidgetClass") +PropertyRedirects=(OldName="CommonTreeView.OnGetChildrenForCategory", NewName="BP_OnGetItemChildren") +FunctionRedirects=(OldName="ListView.SetSelectedItem", NewName="BP_SetSelectedItem") +FunctionRedirects=(OldName="ListView.SetItemSelection", NewName="BP_SetItemSelection") +FunctionRedirects=(OldName="ListView.ClearSelection", NewName="BP_ClearSelection") +FunctionRedirects=(OldName="ListView.GetNumItemsSelected", NewName="BP_GetNumItemsSelected") +FunctionRedirects=(OldName="ListView.GetSelectedItems", NewName="BP_GetSelectedItems") +FunctionRedirects=(OldName="ListView.IsItemVisible", NewName="BP_IsItemVisible") +FunctionRedirects=(OldName="ListView.NavigateToItem", NewName="BP_NavigateToItem") +FunctionRedirects=(OldName="ListView.ScrollItemIntoView", NewName="BP_ScrollItemIntoView") +FunctionRedirects=(OldName="ListView.CancelScrollIntoView", NewName="BP_CancelScrollIntoView") +ClassRedirects=(OldName="/Script/CommonUI.CommonDynamicEntryBox", NewName="/Script/UMG.DynamicEntryBox") +PropertyRedirects=(OldName="CommonDynamicEntryBox.BoxType", NewName="EntryBoxType") +PropertyRedirects=(OldName="CommonDynamicEntryBox.EntrySize", NewName="EntrySizeRule") +EnumRedirects=(OldName="EDynamicBoxType", NewName="/Script/UMG.EDynamicBoxType") +EnumRedirects=(OldName="EItemAlignment", NewName="/Script/Slate.EListItemAlignment") +ClassRedirects=(OldName="NavigationSystemConfig",NewName="/Script/NavigationSystem.NavigationSystemModuleConfig",InstanceOnly="true") +ClassRedirects=(OldName="AthenaPlayspace",NewName="FortPlayspace") +ClassRedirects=(OldName="AthenaPlayspaceConsole",NewName="FortPlayspaceConsole") +ClassRedirects=(OldName="AthenaCreativePlot",NewName="FortCreativePlot") +ClassRedirects=(OldName="AthenaCreativePlotManager",NewName="FortCreativePlotManager") +ClassRedirects=(OldName="AthenaPlaysetItemDefinition",NewName="FortPlaysetItemDefinition") +ClassRedirects=(OldName="AthenaPlaysetStreamingData",NewName="FortPlaysetStreamingData") +ClassRedirects=(OldName="AthenaPlaysetGrenadeInputComponent",NewName="FortPlaysetGrenadeInputComponent") +ClassRedirects=(OldName="AthenaObjectMoverInputComponent",NewName="FortObjectMoverInputComponent") +ClassRedirects=(OldName="AthenaItemEntryWidget",NewName="FortItemEntryWidget") +ClassRedirects=(OldName="AthenaCreativeCollectionManager",NewName="FortCustomSpawnCollectionManager") +ClassRedirects=(OldName="AthenaCreativeBuildingContainer",NewName="BuildingCustomizableSpawnContainer") +ClassRedirects=(OldName="PlaceableActorItemDefinition",NewName="FortPlaceableActorItemDefinition") +ClassRedirects=(OldName="AthenaCreativeRecord",NewName="FortCreativePlotRecord") +StructRedirects=(OldName="/Script/FortniteUI.FortCreativeItemListData", NewName="/Script/FortniteGame.FortCreativeItemListData") +ClassRedirects=(OldName="FortAthenaMutator_InputBlocker", NewName="FortAthenaMutator_Hardcore") +FunctionRedirects=(OldName="FortCampaignHeroLoadoutItem.GetCrewMemberBySlotName", NewName="GetHeroBySlotName") +FunctionRedirects=(OldName="FortCampaignHeroLoadoutItem.GetSlotNameByCrewMember", NewName="GetSlotNameByHero") +FunctionRedirects=(OldName="FortItemPreviewPedestal.PreviewItemBP", NewName="DisplayItemBP") +PropertyRedirects=(OldName="FortInventoryContext.AreAnyItemsUnseenForInventoryFilter.FilterType", NewName="InventoryFilter") +ClassRedirects=(OldName="FortHeroLoadoutItemPicker", NewName="FortHeroLoadoutHeroPicker") +EnumRedirects=(OldName="EDynamicFoundationType",ValueChanges=(("Dynamic_StartEnabled","StartEnabled_Dynamic"),("Dynamic_StartDisabled","StartDisabled"))) +ClassRedirects=(OldName="FortItemListTileView", NewName="AthenaCreativeItemTileView") +ClassRedirects=(OldName="FortItemEntryWidget", NewName="AthenaCreativeItemTileButton") +ClassRedirects=(OldName="FortItemEntryObjectWrapper", NewName="AthenaCreativeItemEntryObjectWrapper") +EnumRedirects=(OldName="EItemTileViewDisplayType", NewName="EItemListViewDisplayType") +FunctionRedirects=(OldName="FortItemTileView.CenterSelectedItemTileWidget", NewName="FortItemListViewInterface.CenterSelectedItemListEntryWidgetBP") +FunctionRedirects=(OldName="FortItemTileView.SetFilterAndSorter", NewName="FortItemListViewInterface.SetFilterAndSorterBP") +FunctionRedirects=(OldName="FortItemTileView.SetFilter", NewName="FortItemListViewInterface.SetFilterBP") +FunctionRedirects=(OldName="FortItemTileView.SetCustomItemList", NewName="FortItemListViewInterface.SetCustomItemListBP") +FunctionRedirects=(OldName="FortItemTileView.ClearCustomItemList", NewName="FortItemListViewInterface.ClearCustomItemListBP") +FunctionRedirects=(OldName="FortItemTileView.SetSorter", NewName="FortItemListViewInterface.SetSorterBP") +FunctionRedirects=(OldName="FortItemTileView.RefreshFilterAndSort", NewName="FortItemListViewInterface.RefreshFilterAndSortBP") +FunctionRedirects=(OldName="FortItemTileView.RefreshSort", NewName="FortItemListViewInterface.RefreshSortBP") +FunctionRedirects=(OldName="FortItemTileView.GetFilter", NewName="FortItemListViewInterface.GetFilterBP") +FunctionRedirects=(OldName="FortItemTileView.GetSorter", NewName="FortItemListViewInterface.GetSorterBP") +FunctionRedirects=(OldName="FortItemTileView.ShowNullItemTile", NewName="FortItemListViewInterface.ShowNullItemListEntryBP") +FunctionRedirects=(OldName="FortItemTileView.HideNullItemTile", NewName="FortItemListViewInterface.HideNullItemListEntryBP") +FunctionRedirects=(OldName="FortItemTileView.SetItemViewContext", NewName="FortItemListViewInterface.SetItemViewContextBP") +FunctionRedirects=(OldName="FortItemTileView.ContainsItem", NewName="FortItemListViewInterface.ContainsItemBP") +PropertyRedirects=(OldName="FortItemTileView.ItemsForTileView", NewName="FortItemTileView.ItemsForListView") +ClassRedirects=(OldName="FortItemPickerButton", NewName="FortItemTileButton") +PropertyRedirects=(OldName="FortItemTileView.bShouldShowNullItemTile", NewName="FortItemTileView.bShouldShowNullItemListEntry") +PropertyRedirects=(OldName="FortItemListView.bShouldShowNullItemTile", NewName="FortItemListView.bShouldShowNullItemListEntry") [/Script/Engine.Engine] GameEngine=/Script/FortniteGame.FortEngine UnrealEdEngine=/Script/FortniteEditor.FortUnrealEdEngine EditorEngine=/Script/FortniteEditor.FortUnrealEdEngine GameViewportClientClassName=/Script/FortniteGame.FortGameViewportClient WorldSettingsClassName=/Script/FortniteGame.FortWorldSettings NavigationSystemClassName=/Script/FortniteGame.FortNavSystem AvoidanceManagerClassName=/Script/FortniteGame.AthenaAvoidanceManager LocalPlayerClassName=/Script/FortniteGame.FortLocalPlayer GameSingletonClassName=/Script/FortniteGame.FortGlobals AssetManagerClassName=/Script/FortniteGame.FortAssetManager LevelScriptActorClassName=/Script/FortniteGame.FortLevelScriptActor GameUserSettingsClassName=/Script/FortniteGame.FortGameUserSettings ConsoleClassName=/Script/FortniteGame.FortConsole bSmoothFrameRate=false ; Off until we fix stalls bCanBlueprintsTickByDefault=false DurationOfErrorsAndWarningsOnHUD=0 ; no onscreen warnings bSuppressWarningOnEmptyMorphTargetAnimation=true DefaultBloomKernelTextureName=/Engine/EngineResources/DefaultTexture.DefaultTexture ; DefaultBloomKernel is not used on Fortnite (only used for FFT bloom) PhysicErrorCorrection=(LinearDeltaThresholdSq=90000,LinearInterpAlpha=0.01,LinearRecipFixTime=0.1,AngularDeltaThreshold=0.6283,AngularInterpAlpha=0.1,AngularRecipFixTime=1.0,BodySpeedThresholdSq=0.0) ; Redirect deleted specific-AI-type code classes to base FortAIPawn just in case any references were missed somewhere! +ActiveClassRedirects=(OldClassName="FortPawn_Husk",NewClassName="FortAIPawn") +ActiveClassRedirects=(OldClassName="FortPawn_Smasher",NewClassName="FortAIPawn") +ActiveClassRedirects=(OldClassName="FortPawn_Troll",NewClassName="FortAIPawn") ; Hero Loadout and other Hero-related functions, classes, structs, etc. +K2FieldRedirects=(OldFieldName="FortCampaignHeroLoadoutItem.GetFollowerHeroes",NewFieldName="FortCampaignHeroLoadoutItem.GetSupportHeroes") +K2FieldRedirects=(OldFieldName="FortMission.GetAbilityKitForHeroCrewLeaderPerk",NewFieldName="FortMission.GetAbilityKitForTeamLeadPerk") +K2FieldRedirects=(OldFieldName="FortMission.GetAbilityKitForHeroCommanderPerk",NewFieldName="FortMission.GetAbilityKitForCommanderPerk") +ActiveClassRedirects=(OldClassName="FortHeroLeaderPerkDefinition", NewClassName="FortHeroTeamLeadPerkDefinition") +ActiveStructRedirects=(OldStructName="FortHeroLeaderPerkSquadCondition", NewStructName="FortHeroTeamLeadPerkSquadCondition") ; Time Of Day redirectors +ActiveClassRedirects=(OldClassName="FortDayNightLightingAndFog", NewClassName="FortTimeOfDayManager") +K2FieldRedirects=(OldFieldName="FortGameState.GetDayPhaseHandler",NewFieldName="FortGameState.GetTimeOfDayManager") ; Rename spawn points pacing difficulty option to a shorter name +ActiveClassRedirects=(OldClassName="FortDifficultyOptionCategoryEncounter_SpawnPointsPercentageCurveSequence",NewClassName="/Script/FortniteGame.FortDifficultyOptionCategoryEncounter_SpawnPointsCurve") +ActiveClassRedirects=(OldClassName="FortDifficultyOptionEncounter_SpawnPointsPercentageCurveSequence",NewClassName="/Script/FortniteGame.FortDifficultyOptionEncounter_SpawnPointsCurve") ; Redirect engine classes to fortnite subsets +ActiveClassRedirects=(OldClassName="StaticMeshActor",NewClassName="/Script/FortniteGame.FortStaticMeshActor",InstanceOnly="true") +ActiveClassRedirects=(OldClassName="LevelScriptActor",NewClassName="/Script/FortniteGame.FortLevelScriptActor") +EnumRedirects=(EnumName="EFortTargetSelectionFilter",OldEnumEntry="EFortTargetSelectionFilter::Husks",NewEnumEntry="EFortTargetSelectionFilter::AIPawns") +EnumRedirects=(EnumName="EFortTargetSelectionFilter",OldEnumEntry="EFortTargetSelectionFilter::Smashers",NewEnumEntry="EFortTargetSelectionFilter::AIPawns") +EnumRedirects=(EnumName="EBoundingBoxSlotDirectionCalculation",OldEnumEntry="EBoundingBoxSlotDirectionCalculation::AlongWalls",NewEnumEntry="EBoundingBoxSlotDirectionCalculation::FaceWall") +EnumRedirects=(EnumName="EBoundingBoxSlotDirectionCalculation",OldEnumEntry="EBoundingBoxSlotDirectionCalculation::FacingCenter",NewEnumEntry="EBoundingBoxSlotDirectionCalculation::FaceCenter") +ActiveClassRedirects=(OldClassName="EVaultContentSortType",NewClassName="/Script/FortniteGame.EInventoryContentSortType") ; FortAthena DEIMOS spawning logic refactor +ActiveClassRedirects=(OldClassName="FortQueryGenerator_MutatorSupplyDropBaseQueryResults",NewClassName="FortQueryGenerator_MutatorBaseQueryResults") ; [Added in 7.20] +K2FieldRedirects=(OldFieldName="FortKismetLibrary.GetTimeUntilCalendarEventEnd",NewFieldName="FortKismetLibrary.GetCalendarEventInformation") +K2ParamRedirects=(NodeName="/Script/BlueprintGraph.K2Node_CallFunction", OldParamName="FortKismetLibrary.GetCalendarEventInformation.bFoundEvent", NewParamName="bIsEventActive") +K2ParamRedirects=(NodeName="/Script/BlueprintGraph.K2Node_CallFunction", OldParamName="FortKismetLibrary.GetCalendarEventInformation.OutTime", NewParamName="TimeUntilEnd") +ActiveClassRedirects=(OldClassName="/Script/FortniteUI.FortAsyncAction_GameStateReady",NewClassName="/Script/FortniteGame.FortAsyncAction_GameStateReady") +ActiveClassRedirects=(OldClassName="/Script/FortniteUI.FortAsyncAction_CurrentPlaylistReady",NewClassName="/Script/FortniteGame.FortAsyncAction_CurrentPlaylistReady") +ActiveClassRedirects=(OldClassName="/Script/FortniteUI.FortAsyncAction_AuthorityMatchReady",NewClassName="/Script/FortniteGame.FortAsyncAction_AuthorityMatchReady") ; [End of added in 7.20 block] ;;;;; Redirects for UI-related things ; BangType updates (Duplicates needed for BP pins) +ActiveClassRedirects=(OldClassName="EBangType",NewClassName="/Script/FortniteGame.EFortBangType") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Invalid",NewEnumEntry="EFortBangType::Invalid") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Custom",NewEnumEntry="EFortBangType::Custom") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Play",NewEnumEntry="EFortBangType::PlayTab") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Play",NewEnumEntry="EFortBangType::PlayTab") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Hero",NewEnumEntry="EFortBangType::HeroesTab") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Hero",NewEnumEntry="EFortBangType::HeroesTab") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Vault",NewEnumEntry="EFortBangType::VaultTab") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Vault",NewEnumEntry="EFortBangType::VaultTab") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Store",NewEnumEntry="EFortBangType::StoreTab") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Store",NewEnumEntry="EFortBangType::StoreTab") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Friends",NewEnumEntry="EFortBangType::FriendsButton") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Friends",NewEnumEntry="EFortBangType::FriendsButton") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::PartyInvite",NewEnumEntry="EFortBangType::PartyInviteButton") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="PartyInvite",NewEnumEntry="EFortBangType::PartyInviteButton") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::DailyReward",NewEnumEntry="EFortBangType::DailyRewardsButton") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="DailyReward",NewEnumEntry="EFortBangType::DailyRewardsButton") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Quest",NewEnumEntry="EFortBangType::QuestsButton") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Quest",NewEnumEntry="EFortBangType::QuestsButton") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Schematics",NewEnumEntry="EFortBangType::VaultSchematics") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Schematics",NewEnumEntry="EFortBangType::VaultSchematics") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Personnel",NewEnumEntry="EFortBangType::VaultPersonnel") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Personnel",NewEnumEntry="EFortBangType::VaultPersonnel") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Resources",NewEnumEntry="EFortBangType::VaultResources") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Resources",NewEnumEntry="EFortBangType::VaultResources") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Melee",NewEnumEntry="EFortBangType::VaultMelee") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Melee",NewEnumEntry="EFortBangType::VaultMelee") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Ranged",NewEnumEntry="EFortBangType::VaultRanged") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Ranged",NewEnumEntry="EFortBangType::VaultRanged") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Consumables",NewEnumEntry="EFortBangType::VaultConsumables") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Consumables",NewEnumEntry="EFortBangType::VaultConsumables") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Ingredients",NewEnumEntry="EFortBangType::VaultIngredients") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Ingredients",NewEnumEntry="EFortBangType::VaultIngredients") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Traps",NewEnumEntry="EFortBangType::VaultTraps") +EnumRedirects=(EnumName="ETokenProfileType",OldEnumEntry="ETokenProfileType::Common",NewEnumEntry="EItemProfileType::Common") +EnumRedirects=(EnumName="ETokenProfileType",OldEnumEntry="ETokenProfileType::Campaign",NewEnumEntry="EItemProfileType::Campaign") +EnumRedirects=(EnumName="ETokenProfileType",OldEnumEntry="ETokenProfileType::Athena",NewEnumEntry="EItemProfileType::Athena") +EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Traps",NewEnumEntry="EFortBangType::VaultTraps") +ActiveClassRedirects=(OldClassName="FortUIState_HomeBase",NewClassName="/Script/FortniteUI.FortUIStateWidget_FrontEnd") +TaggedPropertyRedirects=(ClassName="FortUIStateManager", OldPropertyName="StateDataPath", NewPropertyName="StateWidgetsDataPath") +K2FieldRedirects=(OldFieldName="FortUIStateManager.GetCurrentState",NewFieldName="FortUIStateManager.GetCurrentStateWidget") +K2FieldRedirects=(OldFieldName="FortUserWidget.GetUIState",NewFieldName="FortUserWidget.GetCurrentStateWidget") +ActiveClassRedirects=(OldClassName="FortUIStateData",NewClassName="/Script/FortniteUI.FortUIStateWidgetsData") +TaggedPropertyRedirects=(ClassName="FortUIStateWidgetsData", OldPropertyName="WidgetEntries", NewPropertyName="StateWidgets") +ActiveStructRedirects=(OldStructName="WidgetDataEntry", NewStructName="/Script/FortniteUI.StateWidgetDataEntry") +TaggedPropertyRedirects=(ClassName="StateWidgetDataEntry", OldPropertyName="Widget", NewPropertyName="StateWidget") +K2ParamRedirects=(NodeName="/Script/BlueprintGraph.K2Node_CallFunction", OldParamName="FortPartyContext.GetActiveFriendsList.Result", NewParamName="OutActiveFriends") +K2ParamRedirects=(NodeName="/Script/BlueprintGraph.K2Node_CallFunction", OldParamName="FortPartyContext.GetPartyInvites.Result", NewParamName="OutPartyInvites") +ActiveClassRedirects=(OldClassName="QuestObjectiveInfo",NewClassName="/Script/FortniteGame.FortQuestObjectiveInfo") +ActiveClassRedirects=(OldClassName="FortQuestReward",NewClassName="/Script/FortniteGame.FortItemInstanceQuantityPair") +ActiveClassRedirects=(OldClassName="BlueprintContextBase",NewClassName="/Script/BlueprintContext.BlueprintContextBase") +ActiveClassRedirects=(OldClassName="BlueprintContextLibrary",NewClassName="/Script/BlueprintContext.BlueprintContextLibrary") +ActiveClassRedirects=(OldClassName="EFortFrontendInventoryFilter",NewClassName="/Script/FortniteGame.EFortFrontendInventoryFilter") +ActiveClassRedirects=(OldClassName="K2Node_GetBlueprintContext", NewClassName="/Script/BlueprintContextEditor.K2Node_GetBlueprintContextEx") +ActiveClassRedirects=(OldClassName="AthenaPlayerStateInfoBase",NewClassName="/Script/FortniteUI.AthenaPlayerIndicatorBase") +ActiveClassRedirects=(OldClassName="FortAlterationWidget_NUI", NewClassName="FortAlterationWidget") +ActiveClassRedirects=(OldClassName="FortAlterationsWidget_NUI", NewClassName="FortAlterationsWidget") +EnumRedirects=(EnumName="EFrontEndCamera", OldEnumEntry="Command_Hero", NewEnumEntry="LegacyHeroLoadout") +ActiveClassRedirects=(OldClassName="FortDirectAcquisitionOfferInfo", NewClassName="FortStoreFrontOfferInfo") ; Spelling error fix for mission placement struct +TaggedPropertyRedirects=(ClassName="FortMissionPlacementFoundationItem",OldPropertyName="ItemIndentifyingTags",NewPropertyName="ItemIdentifyingTags") +ActiveClassRedirects=(OldClassName="EAthenaCustomizationCategory",NewClassName="/Script/FortniteGame.EAthenaCustomizationCategory") // Remove FortniteServer +ActiveClassRedirects=(OldClassName="FortGameModeFOB",NewClassName="/Script/FortniteGame.FortGameModeFOB") +ActiveClassRedirects=(OldClassName="FortGameModeKeep",NewClassName="/Script/FortniteGame.FortGameModeKeep") +ActiveClassRedirects=(OldClassName="FortGameModeManor",NewClassName="/Script/FortniteGame.FortGameModeManor") +ActiveClassRedirects=(OldClassName="FortGameModeOutpost",NewClassName="/Script/FortniteGame.FortGameModeOutpost") +ActiveClassRedirects=(OldClassName="FortGameModeZone",NewClassName="/Script/FortniteGame.FortGameModeZone") +ActiveClassRedirects=(OldClassName="FortGamePvPBase",NewClassName="/Script/FortniteGame.FortGamePvPBase") +ActiveClassRedirects=(OldClassName="FortGamePvPBaseDestruction",NewClassName="/Script/FortniteGame.FortGamePvPBaseDestruction") +ActiveClassRedirects=(OldClassName="EPvPGameEndReasons",NewClassName="/Script/FortniteGame.EPvPGameEndReasons") +ActiveClassRedirects=(OldClassName="FCachedPlayerFOBInformation",NewClassName="/Script/FortniteGame.FCachedPlayerFOBInformation") +ActiveClassRedirects=(OldClassName="FTeamFOBRequiredTags",NewClassName="/Script/FortniteGame.FTeamFOBRequiredTags") +TaggedPropertyRedirects=(ClassName="AIHotSpotSlotGenerator_OnBoundingBox",OldPropertyName="MaxBBExtent",NewPropertyName="MaxExtent") +TaggedPropertyRedirects=(ClassName="AIHotSpotSlotGenerator_OnBoundingBox",OldPropertyName="bLimitBBSize",NewPropertyName="bLimitMaxExtent") +TaggedPropertyRedirects=(ClassName="AIHotSpotSlotGenerator_OnBoundingBox",OldPropertyName="ExpandOrShrinkByDistance",NewPropertyName="ExpandBy") +TaggedPropertyRedirects=(ClassName="FortWorkerType",OldPropertyName="BuildingSynergyTag",NewPropertyName="ManagerSynergyTag") +K2FieldRedirects=(OldFieldName="FortMission.GetMissionFortPlayerControllers",NewFieldName="FortMission.GetParticipatingMissionControllers") +K2ParamRedirects=(NodeName="/Script/BlueprintGraph.K2Node_CallFunction", OldParamName="FortMissionLibrary.StartNotification.bIsLatent", NewParamName="bWaitForClients") +K2ParamRedirects=(NodeName="/Script/BlueprintGraph.K2Node_CallFunction", OldParamName="FortMissionLibrary.StartTutorialNotification.bIsLatent", NewParamName="bWaitForClients") +K2ParamRedirects=(NodeName="/Script/BlueprintGraph.K2Node_CallFunction", OldParamName="FortObjectiveBase.StartMissionNotification.bIsLatent", NewParamName="bWaitForClients") +K2ParamRedirects=(NodeName="/Script/BlueprintGraph.K2Node_CallFunction", OldParamName="FortMission.StartMissionNotification.bIsLatent", NewParamName="bWaitForClients") +TaggedPropertyRedirects=(ClassName="FortMissionEventName", OldPropertyName="MissionName", NewPropertyName="CategoryName") ; redirect for allowing some of the strategic building functionality to be re-used elsewhere +ActiveClassRedirects=(OldClassName="EFortStrategicBuildingProximityGEApplicationType",NewClassName="/Script/FortniteGame.EFortProximityBasedGEApplicationType") +EnumRedirects=(EnumName="EFortProximityBasedGEApplicationType",OldEnumEntry="EFortStrategicBuildingProximityGEApplicationType::ApplyOnProximityPulse",NewEnumEntry="EFortProximityBasedGEApplicationType::ApplyOnProximityPulse") +EnumRedirects=(EnumName="EFortProximityBasedGEApplicationType",OldEnumEntry="EFortStrategicBuildingProximityGEApplicationType::ApplyOnProximityTouch",NewEnumEntry="EFortProximityBasedGEApplicationType::ApplyOnProximityTouch") +EnumRedirects=(EnumName="EFortProximityBasedGEApplicationType",OldEnumEntry="EFortStrategicBuildingProximityGEApplicationType::ApplyOnlyDuringProximityTouch",NewEnumEntry="EFortProximityBasedGEApplicationType::ApplyOnlyDuringProximityTouch") +ActiveClassRedirects=(OldClassName="FProximityBasedGEDeliveryInfo",NewClassName="/Script/FortniteGame.FProximityBasedGEDeliveryInfo") +K2FieldRedirects=(OldFieldName="FortKismetLibrary.K2_DoesPlayerHaveItem",NewFieldName="FortKismetLibrary.K2_GetItemQuantityOnPlayer") +TaggedPropertyRedirects=(ClassName="BuildingContainer",OldPropertyname="QuotaLevel", NewPropertyName="MaximumQuotaLevelBound") +TaggedPropertyRedirects=(ClassName="AFortSaveFileBuildingInstructionsHandler",OldPropertyName="bDespawnOnLoad",NewPropertyName="bDespawnOnBuildingsSpawned") +TaggedPropertyRedirects=(ClassName="FortPlacementActorFinderEntry",OldPropertyName="BuildingClassToReplace",NewPropertyName="BuildingClassToFind") +TaggedPropertyRedirects=(ClassName="FortPlayerPawn",OldPropertyName="DeniedByCoolDownMontage",NewPropertyName="UnableToPerformActionMontage") +ActiveStructRedirects=(OldStructName="ColletorUnitInfo",NewStructName="CollectorUnitInfo") +ActiveStructRedirects=(OldStructName="FortTaggedDeployableBaseNeighborhoodLootUnlock",NewStructName="FortTaggedDeployableBaseLootUnlock") +ActiveClassRedirects=(OldClassName="FortBangWrapper",NewClassName="FortBangWrapperOld") +ActiveClassRedirects=(OldClassName="EnvQueryGenerator_ActorsOfClass",NewClassName="/Script/FortniteGame.FortQueryGenerator_ActorsAround") !NetDriverDefinitions=ClearArray +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="/Script/OnlineSubsystemUtils.IpNetDriver",DriverClassNameFallback="/Script/OnlineSubsystemUtils.IpNetDriver") +NetDriverDefinitions=(DefName="BeaconNetDriver",DriverClassName="/Script/OnlineSubsystemUtils.IpNetDriver",DriverClassNameFallback="/Script/OnlineSubsystemUtils.IpNetDriver") +NetDriverDefinitions=(DefName="DemoNetDriver",DriverClassName="/Script/Engine.DemoNetDriver",DriverClassNameFallback="/Script/Engine.DemoNetDriver") +NetDriverDefinitions=(DefName="MeshNetDriver",DriverClassName="/Script/MeshNetwork.MeshNetDriver",DriverClassNameFallback="/Script/MeshNetwork.MeshNetDriver") +TaggedPropertyRedirects=(ClassName="CustomCharacterAccessoryData", OldPropertyName="bUseCollisionFromBody", NewPropertyName="bUseClothCollisionFromOtherParts") +TaggedPropertyRedirects=(ClassName="FortAthenaCreativePortal", OldPropertyName="bIsCuratedPortal", NewPropertyName="bIsPublishedPortal") ; Context Redirects +ActiveClassRedirects=(OldClassName="CommonUIContext",NewClassName="/Script/CommonUI.CommonUISubsystem") +ActiveClassRedirects=(OldClassName="CommonInputContext",NewClassName="/Script/CommonInput.CommonInputSubsystem") ; Social Redirects +ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialChatChromeMarginsDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialChatChromeMarginsDataAsset") +ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialChatChromeStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialChatChromeStyleDataAsset") +ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.ChatColorSchemeDataAsset",NewClassName="/Script/LauncherSocialDefaults.ChatColorSchemeDataAsset") +ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialChatStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialChatStyleDataAsset") +ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialChatChromeColorSchemeDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialChatChromeColorSchemeDataAsset") +ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialCheckBoxStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialCheckBoxStyleDataAsset") +ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialRadioBoxStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialRadioBoxStyleDataAsset") +ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialStyleDataAsset") +ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialScrollBarStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialScrollBarStyleDataAsset") +ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialFontStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialFontStyleDataAsset") +ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialListStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialListStyleDataAsset") +ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialListMarginsDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialListMarginsDataAsset") +ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialSoundSchemaDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialSoundSchemaDataAsset") +ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialActionButtonStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialActionButtonStyleDataAsset") +ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialChatMarkupStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialChatMarkupStyleDataAsset") +ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialProfanityDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialProfanityDataAsset") [/Script/OnlineSubsystemUtils.OnlineBeaconHost] BeaconConnectionInitialTimeout=48.0 BeaconConnectionTimeout=49.0 [/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] TextureFormatPriority_ETC2=0.900000 TextureFormatPriority_DXT=0.200000 TextureFormatPriority_PVRTC=0.200000 TextureFormatPriority_ATC=0.200000 TextureFormatPriority_ASTC=0.200000 AudioMaxChannels=12 Orientation=sensorlandscape MinSDKVersion=16 TargetSDKVersion=21 bEnableGradle=true PackageName=com.epicgames.fortnite GooglePlayLicenseKey=MIIBIjANBgkqhkiG9w0BAQEFAAOCAQ8AMIIBCgKCAQEAoGCztn2BAKfAJo8GVv6ohTaUbAVJOZjCd8G/l0ShQ38uaNiYlUv7BbLmqlT2fvQTWXzXoACYfsmTAaGv7bxALZqI5JtKiipKIsCx43NxT8vJsrIkWyXuIKN6iAD1n/nb9dOg6uUasVfnB4prKEY4m1IHZNTioMJfE/pzh/YeFnpf61hATrpqg0pL2eiME63AIYNBbqYb1XP3wxObmOjfGR6K4E6cTb5KTU3ryoOZIiLdSJ4CScTjNKfg8T0W/VetPEPvH0EqAzVvYqCvClUAAXiZERKrJPNScXlaXNW8GCLyWpu9CPSjHvjv526fEY1c6zCzA2NESZUgHAP804J/4wIDAQAB ApplicationDisplayName=Fortnite StoreVersion=2 VersionDisplayName=7.40.0 MinSDKVersion=16 TargetSDKVersion=21 InstallLocation=InternalOnly bCreateAllPlatformsInstall=False bDisableVerifyOBBOnStartUp=False bUseExternalFilesDir=True AntVerbosity=Quiet bFullScreen=True bUseChangeListAsStoreVersion=True bAppendChangeListToVersionDisplayName=True bAppendPlatformToVersionDisplayName=True DepthBufferPreference=Default ExtraApplicationSettings= ExtraActivitySettings= +ExtraPermissions=com.android.vending.BILLING bPackageForGearVR=False bRemoveOSIG=False KeyStore=Fortnite.keystore KeyAlias=FNMobile bBuildForArmV7=False bBuildForArm64=True bBuildForX86=False bBuildForX8664=False bBuildForES2=False bBuildForES31=True bBuildForESDeferred=False bUseNEONForArmV7=True bSupportsVulkan=True ; uncomment the line below to require -detectvulkan ;bDetectVulkanByDefault=False bEnableGooglePlaySupport=True GamesAppID=1 AdMobAdUnitID= bShowLaunchImage=True AndroidAudio=Default bEnableNewKeyboard=True CompressionOverrides=(bOverrideCompressionTimes=True,DurationThreshold=2.000000,MaxNumRandomBranches=1,SoundCueQualityIndex=3) CompressionQualityModifier=0.150000 MaxSampleRate=32000.000000 HighSampleRate=24000.000000 MedSampleRate=16000.000000 LowSampleRate=12000.000000 MinSampleRate=10000.000000 bResampleForDevice=True bSaveSymbols=False bAllowControllers=False bBlockAndroidKeysOnControllers=True bAllowIMU=False SDKAPILevelOverride=android-26 bBuildWithHiddenSymbolVisibility=True bAllowLargeOBBFiles=True MaxAspectRatio=2.9 bUseDisplayCutout=True [/Script/AndroidPlatformEditor.AndroidSDKSettings] SDKAPILevel=latest NDKAPILevel=android-19 [/Script/FortniteGame.FortPartyBeaconClient] BeaconConnectionInitialTimeout=10.0 BeaconConnectionTimeout=15.0 ; This is just the initial session setup ReconnectionInitialTimeout=100.0 ; Map loading occurs here ReconnectionTimeout=52.0 [/Script/FortniteGame.FortLobbyBeaconClient] BeaconConnectionInitialTimeout=50.0 BeaconConnectionTimeout=45.0 [/Script/Qos.QosRegionManager] NumTestsPerRegion=5 PingTimeout=3.0 !RegionDefinitions=ClearArray +RegionDefinitions=(DisplayName=NSLOCTEXT("MMRegion", "NA-East", "NA-East"), RegionId="NAE", bEnabled=true, bVisible=true, bAutoAssignable=true) +RegionDefinitions=(DisplayName=NSLOCTEXT("MMRegion", "NA-West", "NA-West"), RegionId="NAW", bEnabled=true, bVisible=true, bAutoAssignable=true) +RegionDefinitions=(DisplayName=NSLOCTEXT("MMRegion", "Europe", "Europe"), RegionId="EU", bEnabled=true, bVisible=true, bAutoAssignable=true) +RegionDefinitions=(DisplayName=NSLOCTEXT("MMRegion", "Oceania", "Oceania"), RegionId="OCE", bEnabled=true, bVisible=true, bAutoAssignable=true) +RegionDefinitions=(DisplayName=NSLOCTEXT("MMRegion", "Brazil", "Brazil"), RegionId="BR", bEnabled=true, bVisible=true, bAutoAssignable=true) +RegionDefinitions=(DisplayName=NSLOCTEXT("MMRegion", "Asia", "Asia"), RegionId="ASIA", bEnabled=true, bVisible=true, bAutoAssignable=true) +RegionDefinitions=(DisplayName=NSLOCTEXT("MMRegion", "Undefined", "Undefined"), RegionId="UND", bEnabled=true, bVisible=false, bAutoAssignable=false) !DatacenterDefinitions=ClearArray +DatacenterDefinitions=(Id="VA", RegionId="NAE", bEnabled=true, Servers[0]=(Address="34.193.154.39", Port=22222), Servers[1]=(Address="52.203.3.55", Port=22222), Servers[2]=(Address="54.82.195.216", Port=22222), Servers[3]=(Address="34.194.116.183", Port=22222)) +DatacenterDefinitions=(Id="OH", RegionId="NAE", bEnabled=true, Servers[0]=(Address="13.59.18.131", Port=22222), Servers[1]=(Address="18.216.47.148", Port=22222), Servers[2]=(Address="18.221.198.242", Port=22222), Servers[3]=(Address="52.15.144.157", Port=22222)) +DatacenterDefinitions=(Id="NCAL", RegionId="NAW", bEnabled=true, Servers[0]=(Address="13.57.85.73", Port=22222), Servers[1]=(Address="13.56.62.131", Port=22222), Servers[2]=(Address="13.56.40.30", Port=22222), Servers[3]=(Address="52.53.85.226", Port=22222)) +DatacenterDefinitions=(Id="OR", RegionId="NAW", bEnabled=true, Servers[0]=(Address="34.215.225.150", Port=22222), Servers[1]=(Address="34.215.53.191", Port=22222), Servers[2]=(Address="35.166.120.237", Port=22222), Servers[3]=(Address="52.34.35.6", Port=22222)) +DatacenterDefinitions=(Id="DE", RegionId="EU", bEnabled=true, Servers[0]=(Address="18.194.220.44", Port=22222), Servers[1]=(Address="18.194.228.16", Port=22222), Servers[2]=(Address="35.156.234.249", Port=22222), Servers[3]=(Address="35.158.209.186", Port=22222)) +DatacenterDefinitions=(Id="GB", RegionId="EU", bEnabled=true, Servers[0]=(Address="35.176.251.200", Port=22222), Servers[1]=(Address="35.176.71.245", Port=22222), Servers[2]=(Address="52.56.149.83", Port=22222), Servers[3]=(Address="52.56.183.213", Port=22222)) +DatacenterDefinitions=(Id="IE", RegionId="EU", bEnabled=true, Servers[0]=(Address="34.243.155.72", Port=22222), Servers[1]=(Address="34.243.61.206", Port=22222), Servers[2]=(Address="52.18.254.19", Port=22222), Servers[3]=(Address="52.48.115.87", Port=22222)) +DatacenterDefinitions=(Id="FR", RegionId="EU", bEnabled=true, Servers[0]=(Address="52.47.107.154", Port=22222), Servers[1]=(Address="52.47.140.95", Port=22222), Servers[2]=(Address="52.47.178.167", Port=22222), Servers[3]=(Address="52.47.193.251", Port=22222)) +DatacenterDefinitions=(Id="TOK", RegionId="ASIA", bEnabled=true, Servers[0]=(Address="13.115.140.167", Port=22222), Servers[1]=(Address="13.115.206.205", Port=22222), Servers[2]=(Address="52.196.239.119", Port=22222), Servers[3]=(Address="52.69.44.52", Port=22222)) +DatacenterDefinitions=(Id="SEA", RegionId="ASIA", bEnabled=true, Servers[0]=(Address="13.228.51.104", Port=22222), Servers[1]=(Address="52.220.191.249", Port=22222), Servers[2]=(Address="52.221.166.208", Port=22222), Servers[3]=(Address="52.74.234.192", Port=22222)) +DatacenterDefinitions=(Id="SYD", RegionId="OCE", bEnabled=true, Servers[0]=(Address="13.210.122.252", Port=22222), Servers[1]=(Address="13.210.30.168", Port=22222), Servers[2]=(Address="13.210.108.126", Port=22222), Servers[3]=(Address="13.210.58.172", Port=22222)) +DatacenterDefinitions=(Id="SAO", RegionId="BR", bEnabled=true, Servers[0]=(Address="18.231.38.143", Port=22222), Servers[1]=(Address="18.231.52.12", Port=22222), Servers[2]=(Address="52.67.68.145", Port=22222), Servers[3]=(Address="54.207.41.123", Port=22222)) +DatacenterDefinitions=(Id="tg_oregon", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.197.8.8", Port=22222), Servers[1]=(Address="35.185.246.177", Port=22222), Servers[2]=(Address="35.185.199.194", Port=22222), Servers[3]=(Address="35.185.246.79", Port=22222)) +DatacenterDefinitions=(Id="tg_iowa", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.184.219.232", Port=22222), Servers[1]=(Address="35.192.173.168", Port=22222), Servers[2]=(Address="35.192.83.156", Port=22222), Servers[3]=(Address="35.184.255.96", Port=22222)) +DatacenterDefinitions=(Id="ta_seoul", RegionId="UND", bEnabled=true, Servers[0]=(Address="52.78.81.204", Port=22222), Servers[1]=(Address="13.125.18.11", Port=22222), Servers[2]=(Address="13.125.33.160", Port=22222), Servers[3]=(Address="13.124.108.227", Port=22222)) +DatacenterDefinitions=(Id="tg_taiwan", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.194.133.173", Port=22222), Servers[1]=(Address="35.187.152.162", Port=22222), Servers[2]=(Address="35.185.172.129", Port=22222), Servers[3]=(Address="35.194.173.64", Port=22222)) +DatacenterDefinitions=(Id="tg_mumbai", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.200.129.244", Port=22222), Servers[1]=(Address="35.200.145.197", Port=22222), Servers[2]=(Address="35.200.131.39", Port=22222), Servers[3]=(Address="35.200.143.52", Port=22222)) +DatacenterDefinitions=(Id="tg_singapore", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.187.224.145", Port=22222), Servers[1]=(Address="35.186.154.179", Port=22222), Servers[2]=(Address="35.186.151.243", Port=22222), Servers[3]=(Address="35.187.226.215", Port=22222)) +DatacenterDefinitions=(Id="tg_belgium", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.187.48.180", Port=22222), Servers[1]=(Address="35.187.121.242", Port=22222), Servers[2]=(Address="35.187.41.70", Port=22222), Servers[3]=(Address="35.187.102.28", Port=22222)) +DatacenterDefinitions=(Id="tg_netherlands", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.204.11.145", Port=22222), Servers[1]=(Address="35.204.11.24", Port=22222), Servers[2]=(Address="35.204.5.232", Port=22222), Servers[3]=(Address="35.204.4.9", Port=22222)) +DatacenterDefinitions=(Id="tg_montreal", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.203.6.170", Port=22222), Servers[1]=(Address="35.203.0.208", Port=22222), Servers[2]=(Address="35.203.2.179", Port=22222), Servers[3]=(Address="35.203.2.45", Port=22222)) +DatacenterDefinitions=(Id="tg_scarolina", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.185.79.220", Port=22222), Servers[1]=(Address="35.185.103.238", Port=22222), Servers[2]=(Address="35.185.113.163", Port=22222), Servers[3]=(Address="35.185.110.209", Port=22222)) [Engine.StartupPackages] +Package=/Game/Sounds/SoundClassesAndModes/Ambient +Package=/Game/Sounds/SoundClassesAndModes/Default +Package=/Game/Sounds/SoundClassesAndModes/Loud +Package=/Game/Sounds/SoundClassesAndModes/Master +Package=/Game/Sounds/SoundClassesAndModes/Quick +Package=/Game/Sounds/SoundClassesAndModes/Quiet +Package=/Game/Sounds/SoundClassesAndModes/Slow [/Script/UnrealEd.EditorEngine] LocalPlayerClassName=/Script/FortniteGame.FortLocalPlayer bAllowMultiplePIEWorlds=1 [/Script/UnrealEd.UnrealEdEngine] bOnlinePIEEnabled=false -TemplateMapInfos=(ThumbnailTexture=Texture2D'/Engine/Maps/Templates/Thumbnails/Default.Default',Map="/Engine/Maps/Templates/Template_Default") -TemplateMapInfos=(ThumbnailTexture=Texture2D'/Engine/Maps/Templates/Thumbnails/EmptyWithLighting.EmptyWithLighting',Map="/Engine/Maps/Templates/Template_EmptyWithLighting") -TemplateMapInfos=(ThumbnailTexture=Texture2D'/Engine/Maps/Templates/Thumbnails/Primitives.Primitives',Map="/Engine/Maps/Templates/Template_Primitives") -TemplateMapInfos=(ThumbnailTexture=Texture2D'/Engine/Maps/Templates/Thumbnails/VR-Basic.VR-Basic',Map="/Engine/Maps/Templates/VR-Basic") +TemplateMapInfos=(ThumbnailTexture=Texture2D'/Game/UI/EditorTemplates/Athena_Grid_Plane.Athena_Grid_Plane',Map="/Game/Athena/Maps/Test/EditorTemplates/Athena_Grid_Plane") +TemplateMapInfos=(ThumbnailTexture=Texture2D'/Game/UI/EditorTemplates/Builder_Grid_Plane.Builder_Grid_Plane',Map="/Game/Maps/Test_Maps/EditorTemplates/Builder_Grid_Plane") +TemplateMapInfos=(ThumbnailTexture=Texture2D'/Game/UI/EditorTemplates/3x3_Building.3x3_Building',Map="/Game/Maps/Test_Maps/EditorTemplates/3x3_Building") +TemplateMapInfos=(ThumbnailTexture=Texture2D'/Game/UI/EditorTemplates/5x5_Building.5x5_Building',Map="/Game/Maps/Test_Maps/EditorTemplates/5x5_Building") +TemplateMapInfos=(ThumbnailTexture=Texture2D'/Game/UI/EditorTemplates/Tile_Outer.Tile_Outer',Map="/Game/Maps/Test_Maps/EditorTemplates/Tile_Outer") +TemplateMapInfos=(ThumbnailTexture=Texture2D'/Game/UI/EditorTemplates/Mission_Testbed.Mission_Testbed',Map="/Game/Maps/Test_Maps/EditorTemplates/Mission_Testbed") [ProcessLimits] ; 16 GB by default, just to prevent runaway instances from making healthy ones go OOM VirtualMemoryLimitInKB=16777216 [SystemSettings] t.FPSChart.DoCsvProfile=1 Fort.SimulateClientPreloadingBehaviorInEditorBuilds=1 tick.LightweightTimeguardThresholdMS=30 csv.Shipping.ContinuousWrites=1 csv.ContinuousWrites=0 ; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!! r.AllowStaticLighting=False r.Shadow.CacheWPOPrimitives=1 r.CapsuleIndirectShadowMinVisibility=.5 r.CapsuleIndirectConeAngle=.2 r.AOSpecularOcclusionMode=0 r.SupportSimpleForwardShading=1 p.BatchPhysXTasksSize=8 r.DoLazyStaticMeshUpdate=1 FX.BatchAsync=1 FX.BatchAsyncBatchSize=32 grass.TickInterval=5 r.Mobile.TonemapperFilm=1 ; To prevent large DistanceFields memory allocations in zone. @TODO: We will need to change AtlasSizeZ in a more dynamic fashion when we ship Athena r.DistanceFields.ForceMaxAtlasSize=1 r.DistanceFields.AtlasSizeZ=1024 ; For low end compatibility Compat.MAX_GPUSKIN_BONES=75 r.setres=1280x720 ; Low-end minimum 3DRes is 1080p at 25%, 480x270 r.MinYResolutionFor3DView=270 r.Mac.OpenGLDisabled=1 rhi.Metal.AllowStencils=0 rhi.Metal.RuntimeDebugLevel=0 ; Slate Settings Slate.MaxFontAtlasPagesBeforeFlush=4 net.ProcessQueuedBunchesMillisecondLimit=0 InGamePerformanceTracking.Enabled=1 InGamePerformanceTracking.HistorySize=240 ; Default reporting will cover both 30Hz and 60Hz t.FPSChart.InterestingFramerates=30,60 ; Allow QueryOnly actors to be marked as simulation disabled p.DisableQueryOnlyActors=1 ; Temporarily disable PSO cache for now since it is causing a crash when loading an existing one. D3D12.EnablePSOCache=0 ; Athena uses stencil for LOD dither (HLOD transitions) r.StencilForLODDither=1 ; GPU Crash debugging. r.gpucrash.collectionenable=1 r.gpucrash.datadepth=5 ; Disabling EnsureOnNaNFail for now since we do not want to surface NaN issues in various development branches. EnsureOnNaNFail=1 ; SafeZone Testing ;r.DebugSafeZone.TitleRatio=0.9 ; Enable Level Streaming Fixes by default. demo.WithLevelStreamingFixes=1 net.DisableRemapScriptActors=1 demo.ReplayStreamerAutoDemoPrefix="UnsavedReplay-" demo.ReplayStreamerAutoDemoUseDateTimePostfix=1 [SystemSettingsEditor] r.setres=1280x720 [Voice] bEnabled=true bLiveStreamVoiceEnabled=true MaxLocalLiveStreamTalkers=1 LiveStreamRequireSpatialization=true LiveStreamVoicePushToTalk=true LiveStreamVoiceSoundClass=/Game/Sounds/FortSoundClassesAndModes/Fort_VOIP_Livestream_InWorld.Fort_VOIP_Livestream_InWorld [OnlineSubsystem] bHasVoiceEnabled=false DefaultPlatformService=MCP PollingIntervalInMs=20 bUseBuildIdOverride=false BuildIdOverride=0 [OnlineSubsystemMcp.OnlinePartyMcp] PendingCreateResponseTimeout=0 PendingJoinResponseTimeout=20 PendingLeaveResponseTimeout=10 PendingKickResponseTimeout=10 PendingJoinRequestTimeout=20 PendingPromoteResponseTimeout=10 [OnlineSubsystemMcp.McpProfile] McpClientCommandUrl=/api/game/v2/profile/`accountId/client/`fname?profileId=`profileId McpDedicatedServerCommandUrl=/api/game/v2/profile/`accountId/dedicated_server/`fname?profileId=`profileId McpPublicCommandUrl=/api/game/v2/profile/`accountId/public/`fname?profileId=`profileId [/Script/McpProfileSys.McpProfileGroup] ProfileWriteLockTimeoutSecs=180 ProfileNotificationsStompTopic=/topic/fn/profile/`accountid`/`app` ApplyStashEndPoint=/api/admin/account/`accountId/apply-stash/`stashName WeeklyIntervalStartDay=4 [/Script/McpProfileSys.McpProfile] bEnableMocks=true [/Script/FortniteGame.FortMcpProfileCommonCore] ListCatalogEntriesUrl=/api/storefront/v2/catalog [/Script/FortniteGame.FortMcpProfileWorld] AllowSubscriptionToNotificationsService=ClientOnly [XMPP] bEnableWebsockets=true [/Script/Hotfix.UpdateManager] AppSuspendedUpdateCheckTimeSeconds=600 bCheckPlatformOSSForUpdate=true bCheckOSSForUpdate=true [OnlineSubsystemMcp] bEnabled=true bEnableXmpp=true bEnableNotificationHandler=true bEnableNotificationTransportManager=true bEnableNotificationTransportXmpp=true +StompTopics="twitch|/topic/fn/twitch/%0/`app`" +StompTopics="match|/topic/fn/match/%0/`app`" ; Most platforms want to use the MCP display name. Platforms that do not will override this to false in their Engine.ini bUseMCPIdentityForPlayerName=true bQueryDisplayNameFromUserInterface=true bCanTrustUserProvidedDisplayName=true DefaultUntrustedDisplayName=Player [OnlineSubsystemMcp.BaseServiceMcp] bUpdatesConnectionStatus=true HttpRetryLimit=4 +HttpRetryResponseCodes=429 +HttpRetryResponseCodes=503 +HttpRetryResponseCodes=504 ; Epic shared service endpoints ; BASE SERVICE CONFIG - shared by all services [OnlineSubsystemMcp.BaseServiceMcp] Protocol="https" ; ACCESS SERVICE [OnlineSubsystemMcp.OnlineAccessMcp] ServiceName="lightswitch" [OnlineSubsystemMcp.OnlineServiceAvailabilityMcp LoadTest] Domain="lightswitch-public-service-lt.ol.epicgames.com" [OnlineSubsystemMcp.OnlineAccessMcp Prod] Domain="lightswitch-public-service-prod.ol.epicgames.com" !AltDomains=ClearArray +AltDomains="lightswitch-public-service-prod.ak.epicgames.com" [OnlineSubsystemMcp.OnlineAccessMcp Stage] Domain="lightswitch-public-service-stage.ol.epicgames.com" [OnlineSubsystemMcp.OnlineAccessMcp GameDev] Domain="lightswitch-public-service-gamedev.ol.epicgames.net" [OnlineSubsystemMcp.OnlineAccessMcp CI] Domain="lightswitch-public-service-ci.ol.epicgames.net" ; ACCOUNT SERVICE ; reused as base config for OnlineIdentityMcp, OnlineAccountMappingMcp, and OnlineUsersMcp [OnlineSubsystemMcp.AccountServiceMcp] ServiceName="account" [OnlineSubsystemMcp.AccountServiceMcp Prod] Domain="account-public-service-prod.ol.epicgames.com" RedirectUrl="accounts.epicgames.com" !AltDomains=ClearArray +AltDomains="account-public-service-prod.ak.epicgames.com" [OnlineSubsystemMcp.AccountServiceMcp Stage] Domain="account-public-service-stage.ol.epicgames.com" RedirectUrl="accounts.epicgames-stage.ol.epicgames.net" [OnlineSubsystemMcp.AccountServiceMcp GameDev] Domain="account-public-service-gamedev.ol.epicgames.net" RedirectUrl="accounts.epicgames-gamedev.ol.epicgames.net" [OnlineSubsystemMcp.AccountServiceMcp CI] Domain="account-public-service-ci.ol.epicgames.net" RedirectUrl="accounts.epicgames-ci.ol.epicgames.net" ; AFFILIATE SERVICE [OnlineSubsystemMcp.OnlineAffiliateServiceMcp] ServiceName="affiliate" [OnlineSubsystemMcp.OnlineAffiliateServiceMcp Prod] Domain="affiliate-public-service-prod.ol.epicgames.com" !AltDomains=ClearArray +AltDomains="affiliate-public-service-prod.ak.epicgames.com" [OnlineSubsystemMcp.OnlineAffiliateServiceMcp Stage] Domain="affiliate-public-service-stage.ol.epicgames.com" [OnlineSubsystemMcp.OnlineAffiliateServiceMcp GameDev] Domain="affiliate-public-service-gamedev.ol.epicgames.net" [OnlineSubsystemMcp.OnlineAffiliateServiceMcp CI] Domain="affiliate-public-service-ci.ol.epicgames.net" ; CATALOG SERVICE [OnlineSubsystemMcp.OnlineCatalogServiceMcp] ServiceName="catalog" [OnlineSubsystemMcp.OnlineCatalogServiceMcp Prod] Domain="catalog-public-service-prod06.ol.epicgames.com" !AltDomains=ClearArray +AltDomains="catalog-public-service-prod.ak.epicgames.com" [OnlineSubsystemMcp.OnlineCatalogServiceMcp Stage] Domain="catalogv2-public-service-stage.ol.epicgames.com" [OnlineSubsystemMcp.OnlineCatalogServiceMcp GameDev] Domain="catalogv2-public-service-gamedev.ol.epicgames.net" [OnlineSubsystemMcp.OnlineCatalogServiceMcp CI] Domain="catalogv2-public-service-ci.ol.epicgames.net" ; CODEREDEMPTION SERVICE [OnlineSubsystemMcp.CodeRedemptionServiceMcp] ServiceName="coderedemption" [OnlineSubsystemMcp.CodeRedemptionServiceMcp Prod] Domain="coderedemption-public-service-prod.ol.epicgames.com" !AltDomains=ClearArray +AltDomains="coderedemption-public-service-prod.ak.epicgames.com" [OnlineSubsystemMcp.CodeRedemptionServiceMcp Stage] Domain="coderedemption-public-service-stage.ol.epicgames.com" [OnlineSubsystemMcp.CodeRedemptionServiceMcp GameDev] Domain="coderedemption-public-service-gamedev.ol.epicgames.net" [OnlineSubsystemMcp.CodeRedemptionServiceMcp CI] Domain="coderedemption-public-service-ci.ol.epicgames.net" ; EULA SERVICE [OnlineSubsystemMcp.OnlineEulaServiceMcp] ServiceName="eulatracking" [OnlineSubsystemMcp.OnlineEulaServiceMcp Prod] Domain="eulatracking-public-service-prod.ol.epicgames.com" !AltDomains=ClearArray +AltDomains="eulatracking-public-service-prod.ak.epicgames.com" [OnlineSubsystemMcp.OnlineEulaServiceMcp Stage] Domain="eulatracking-public-service-stage.ol.epicgames.com" [OnlineSubsystemMcp.OnlineEulaServiceMcp GameDev] Domain="eulatracking-public-service-gamedev.ol.epicgames.net" [OnlineSubsystemMcp.OnlineEulaServiceMcp CI] Domain="eulatracking-public-service-ci.ol.epicgames.net" ; FRIENDS SERVICE [OnlineSubsystemMcp.OnlineFriendsMcp] ServiceName="friends" [OnlineSubsystemMcp.OnlineFriendsMcp Prod] Domain="friends-public-service-prod.ol.epicgames.com" !AltDomains=ClearArray +AltDomains="friends-public-service-prod.ak.epicgames.com" [OnlineSubsystemMcp.OnlineFriendsMcp Stage] Domain="friends-public-service-stage.ol.epicgames.com" [OnlineSubsystemMcp.OnlineFriendsMcp GameDev] Domain="friends-public-service-gamedev.ol.epicgames.net" [OnlineSubsystemMcp.OnlineFriendsMcp CI] Domain="friends-public-service-ci.ol.epicgames.net" ; FULFILLMENT SERVICE [OnlineSubsystemMcp.OnlineFulfillmentServiceMcp] ServiceName="fulfillment" [OnlineSubsystemMcp.OnlineFulfillmentServiceMcp Prod] Domain="fulfillment-public-service-prod.ol.epicgames.com" !AltDomains=ClearArray +AltDomains="fulfillment-public-service-prod.ak.epicgames.com" [OnlineSubsystemMcp.OnlineFulfillmentServiceMcp Stage] Domain="fulfillment-public-service-stage.ol.epicgames.com" [OnlineSubsystemMcp.OnlineFulfillmentServiceMcp GameDev] Domain="fulfillment-public-service-gamedev.ol.epicgames.net" [OnlineSubsystemMcp.OnlineFulfillmentServiceMcp CI] Domain="fulfillment-public-service-ci.ol.epicgames.net" ; IMAGE SERVICE [OnlineSubsystemMcp.OnlineImageServiceMcp] ServiceName="imageservice" Domain="launcher-resources.s3.amazonaws.com" ; Image service overrides for Live [OnlineSubsystemMcp.OnlineImageServiceMcp Fortnite] Domain="cdn1.unrealengine.com" [OnlineSubsystemMcp.OnlineImageServiceMcp LiveTesting] Domain="cdn1.unrealengine.com" [OnlineSubsystemMcp.OnlineImageServiceMcp PreDeployA] Domain="cdn1.unrealengine.com" [OnlineSubsystemMcp.OnlineImageServiceMcp PreDeployA] Domain="cdn1.unrealengine.com" ; PRICEENGINE SERVICE [OnlineSubsystemMcp.OnlinePriceEngineServiceMcp] ServiceName="priceengine" [OnlineSubsystemMcp.OnlinePriceEngineServiceMcp Prod] Domain="priceengine-public-service-ecomprod01.ol.epicgames.com" !AltDomains=ClearArray +AltDomains="priceengine-public-service-prod.ak.epicgames.com" [OnlineSubsystemMcp.OnlinePriceEngineServiceMcp Stage] Domain="priceengine-public-service-stage.ol.epicgames.com" [OnlineSubsystemMcp.OnlinePriceEngineServiceMcp GameDev] Domain="priceengine-public-service-gamedev.ol.epicgames.net" [OnlineSubsystemMcp.OnlinePriceEngineServiceMcp CI] Domain="priceengine-public-service-ci.ol.epicgames.net" ; SERVICEAVAILABILITY SERVICE [OnlineSubsystemMcp.OnlineServiceAvailabilityMcp] ServiceName="lightswitch" [OnlineSubsystemMcp.OnlineServiceAvailabilityMcp LoadTest] Domain="lightswitch-public-service-lt.ol.epicgames.com" [OnlineSubsystemMcp.OnlineServiceAvailabilityMcp Prod] Domain="lightswitch-public-service-prod.ol.epicgames.com" !AltDomains=ClearArray +AltDomains="lightswitch-public-service-prod.ak.epicgames.com" [OnlineSubsystemMcp.OnlineServiceAvailabilityMcp Stage] Domain="lightswitch-public-service-stage.ol.epicgames.com" [OnlineSubsystemMcp.OnlineServiceAvailabilityMcp GameDev] Domain="lightswitch-public-service-gamedev.ol.epicgames.net" [OnlineSubsystemMcp.OnlineServiceAvailabilityMcp CI] Domain="lightswitch-public-service-ci.ol.epicgames.net" ; STATSINGESTION SERVICE [OnlineSubsystemMcp.OnlineStatsIngestionServiceMcp] ServiceName="" ; Intentionally blank, used to infer not to include servicename in base URL ; Custom url for Live app [OnlineSubsystemMcp.OnlineStatsIngestionServiceMcp Fortnite] Domain="statsingestion-public-service-live.ol.epicgames.com" [OnlineSubsystemMcp.OnlineStatsIngestionServiceMcp Prod] Domain="statsingestion-public-service-prod.ol.epicgames.com" [OnlineSubsystemMcp.OnlineStatsIngestionServiceMcp Stage] Domain="statsingestion-public-service-stage.ol.epicgames.com" [OnlineSubsystemMcp.OnlineStatsIngestionServiceMcp GameDev] Domain="statsingestion-public-service-gamedev.ol.epicgames.net" [OnlineSubsystemMcp.OnlineStatsIngestionServiceMcp CI] Domain="statsingestion-public-service-ci.ol.epicgames.net" ; MESH SERVICE [OnlineSubsystemMcp.OnlineMeshMcp] ServiceName="mesh" [OnlineSubsystemMcp.OnlineMeshMcp Fortnite] Domain="mesh-public-service-live.ol.epicgames.com" [OnlineSubsystemMcp.OnlineMeshMcp LoadTest] Domain="mesh-public-service-loadtest.ol.epicgames.com" [OnlineSubsystemMcp.OnlineMeshMcp Prod] Domain="mesh-public-service-prod.ol.epicgames.com" [OnlineSubsystemMcp.OnlineMeshMcp Stage] Domain="mesh-public-service-stage.ol.epicgames.com" [OnlineSubsystemMcp.OnlineMeshMcp GameDev] Domain="mesh-public-service-gamedev.ol.epicgames.net" [OnlineSubsystemMcp.OnlineMeshMcp CI] Domain="mesh-public-service-ci.ol.epicgames.net" ; EVENTS SERVICE [OnlineSubsystemMcp.OnlineEventsServiceMcp] ServiceName="events" BasePath="/api/v1" [OnlineSubsystemMcp.OnlineEventsServiceMcp Fortnite] Domain="events-public-service-live.ol.epicgames.com" [OnlineSubsystemMcp.OnlineEventsServiceMcp PredeployA] Domain="events-public-service-live.ol.epicgames.com" [OnlineSubsystemMcp.OnlineEventsServiceMcp PredeployB] Domain="events-public-service-live.ol.epicgames.com" [OnlineSubsystemMcp.OnlineEventsServiceMcp LiveTesting] Domain="events-public-service-live.ol.epicgames.com" [OnlineSubsystemMcp.OnlineEventsServiceMcp LoadTest] Domain="events-public-service-loadtest.ol.epicgames.com" [OnlineSubsystemMcp.OnlineEventsServiceMcp Prod] Domain="events-public-service-prod.ol.epicgames.com" [OnlineSubsystemMcp.OnlineEventsServiceMcp Stage] Domain="events-public-service-prod.ol.epicgames.com" ; TODO: Does this need to be separate from prod? [OnlineSubsystemMcp.OnlineEventsServiceMcp GameDev] Domain="events-public-service-gamedev.ol.epicgames.net" [OnlineSubsystemMcp.OnlineEventsServiceMcp CI] Domain="events-public-service-ci.ol.epicgames.net" ; STOMP SERVICE [OnlineSubsystemMcp.StompServiceMcp] ServiceName="stomp" Protocol="wss" ; Custom url for Live app [OnlineSubsystemMcp.StompServiceMcp Fortnite] Domain="notifications-service-prod06.ol.epicgames.com:443" ; Custom url for LoadTest [OnlineSubsystemMcp.StompServiceMcp LoadTest] Domain="notifications-service-prod12lt.ol.epicgames.com:443" [OnlineSubsystemMcp.StompServiceMcp Prod] Domain="notifications-service-prod12test.ol.epicgames.com:443" !AltDomains=ClearArray +AltDomains="notifications-service-prod.ak.epicgames.com" [OnlineSubsystemMcp.StompServiceMcp Stage] Domain="notifications-service-stage-pub.ol.epicgames.com:443" [OnlineSubsystemMcp.StompServiceMcp GameDev] Domain="notifications-service-gamedev.ol.epicgames.net:443" [OnlineSubsystemMcp.StompServiceMcp CI] Domain="notifications-service-ci.ol.epicgames.net:443" ; WAITINGROOM SERVICE [OnlineSubsystemMcp.OnlineWaitingRoomMcp] ServiceName="waitingroom" [OnlineSubsystemMcp.OnlineWaitingRoomMcp DevTesting] Domain="waitingroom-public-service-gamedevtesting.ol.epicgames.net" [OnlineSubsystemMcp.OnlineWaitingRoomMcp Prod] Domain="fortnitewaitingroom-public-service-prod.ol.epicgames.com" !AltDomains=ClearArray +AltDomains="fortnitewaitingroom-public-service-prod.ak.epicgames.com" [OnlineSubsystemMcp.OnlineWaitingRoomMcp Stage] Domain="fortnitewaitingroom-public-service-stage.ol.epicgames.com" [OnlineSubsystemMcp.OnlineWaitingRoomMcp GameDev] Domain="waitingroom-public-service-gamedev.ol.epicgames.net" [OnlineSubsystemMcp.OnlineWaitingRoomMcp CI] Domain="waitingroom-public-service-ci.ol.epicgames.net" ; LINKS SERVICE [OnlineSubsystemMcp.OnlineLinksServiceMcp] ServiceName="links" [OnlineSubsystemMcp.OnlineLinksServiceMcp Fortnite] Domain="links-public-service-live.ol.epicgames.com" [OnlineSubsystemMcp.OnlineLinksServiceMcp Prod] Domain="links-public-service-prod.ol.epicgames.com" [OnlineSubsystemMcp.OnlineLinksServiceMcp Stage] Domain="links-public-service-stage.ol.epicgames.com" [OnlineSubsystemMcp.OnlineLinksServiceMcp GameDev] Domain="links-public-service-gamedev.ol.epicgames.net" [OnlineSubsystemMcp.OnlineLinksServiceMcp CI] Domain="links-public-service-ci.ol.epicgames.net" ; SIDECAR SERVICE [OnlineSubsystemMcp.OnlineSidecarServiceMcp] ServiceName="" Protocol="http" Domain="127.0.0.1:8000" [OnlineSubsystemMcp.OnlineSidecarServiceMcp GameDev] Protocol="http" Domain="mcpsidecar-gamedev.ol.epicgames.net:8000" ; End: Shared service endpoints ; Fortnite service endpoints ; Don't use ssl for local development - this overrides HTTPS being set for BaseServiceMcp [OnlineSubsystemMcp.GameServiceMcp Developer] Protocol="http" [OnlineSubsystemMcp.GameServiceMcp Localhost] Protocol="http" [OnlineSubsystemMcp.GameServiceMcp Fortnite] !AltDomains=ClearArray +AltDomains="fortnite-public-service-prod.ak.epicgames.com" ; End: Fortnite service endpoints [OnlineSubsystemMcp.OnlineAffiliateServiceMcp] bUpdatesConnectionStatus=false [OnlineSubsystemMcp.OnlineIdentityMcp] ; Do not automatically log in to XMPP, have the party system or presence do it bAutoLoginToXmpp=false bShouldReconnectXmpp=true bOfflineAccountToken=true bOfflineClientToken=true bVerifyAuthIncludesPermissions=false bQueryMetadata=false bQuerySSODomains=false +HttpRetryResponseCodes=408 AuthCodeRedirectUrl="/fnauth" +LoginDomains=".sonyentertainmentnetwork.com" +LoginDomains=".live.com" +LoginDomains=".nintendo.com" bForceUpgradeHeadless=true PlatformTokenEarlyExpirationSeconds=300 [OnlineSubsystemMcp.OnlineWaitingRoomMcp] bEnabled=true GracePeriod=300 RetryConfigUrl="https://s3-us-west-1.amazonaws.com/launcher-resources/waitingroom" [OnlineSubsystemMcp.OnlineSessionMcp] HeartbeatInterval=60.0 HttpRetryLimit=10 +HttpRetryResponseCodes=409 [OnlineSubsystemMcp.OnlineStoreMcp] StoreNamespace=fn [OnlineSubsystemMcp.Xmpp] bPrivateChatFriendsOnly=true [OnlineSubsystemMcp.OnlineFriendsMcp] bUpdatesConnectionStatus=false [OnlineSubsystemMcp.OnlineUserCloudMcp] HttpRetryLimit=6 bUpdatesConnectionStatus=false +HttpRetryVerbs=PUT +HttpRetryVerbs=HEAD +HttpRetryVerbs=GET [OnlineSubsystemMcp.OnlinePresenceMcp] PresenceUpdateDelaySeconds=1.0 [OnlineSubsystemMcp.OnlinePurchaseMcp] bUpdatesConnectionStatus=false [OnlineSubsystemMcp.OnlineCatalogServiceMcp] bUpdatesConnectionStatus=false [OnlineSubsystemMcp.OnlinePriceEngineServiceMcp] bUpdatesConnectionStatus=false [OnlineSubsystemMcp.OnlineStatsIngestionServiceMcp] UpdateStatsUrl=/api/stats/fortnite [OnlineSubsystemMcp.OnlineStatsMcp] QuerySingleUserStatsUrl=/api/statsv2/account/`AccountId QueryMultipleUserStatsUrl=/api/statsv2/query QueryLeaderboardUrl=/api/statsv2/leaderboards/`LeaderboardName [OnlineSubsystemMcp.OnlineLinksServiceMcp] Namespace=fn [OnlineSubsystemTencent] ; Will be enabled by region plugin when we want Tencent OSS bEnabled=false [OnlineSubsystemTwitch] bEnabled=true ClientId=bs3mowbbusifs5b0rm43e9adg2k3nq [OnlineSubsystemTwitch.OnlineIdentityTwitch] LoginRedirectUrl="https://accounts.epicgames.com/login/getTwitchToken" ScopeFields=user_read +ScopeFields=channel_check_subscription [OnlineSubsystemFacebook] bEnabled=true bEnableAutomaticLogging=false bEnableAdvertisingId=false ; Epic Facebook App ClientId=1132078350149238 [OnlineSubsystemFacebook.OnlineIdentityFacebook] bUsePopup=true ScopeFields="email" LoginRedirectUrl="https://accounts.epicgames.com/OAuthAuthorized" [OnlineSubsystemGoogle] bEnabled=true ; Epic Windows client id and secret ClientId="81931294547-hor569hj0vrc4toqad6s74cs0ttdr34n.apps.googleusercontent.com" ClientSecret="4kvDl4ed9n1CV6pA8YRUkzWR" ServerClientId="invalid" [OnlineSubsystemGoogle Prod] ServerClientId="81931294547-ict6llss8611g9nglndn2bnln48bo59d.apps.googleusercontent.com" [OnlineSubsystemGoogle GameDev] ServerClientId="81931294547-6c92ub3o0j3t3tg8u0rgek8oc1afl74k.apps.googleusercontent.com" [OnlineSubsystemGoogle Stage] ServerClientId="81931294547-2qbailshfkieiqofe9ogmpm9bfbjudip.apps.googleusercontent.com" [OnlineSubsystemGoogle.OnlineIdentityGoogle] ScopeFields="https://www.googleapis.com/auth/plus.login" +ScopeFields="https://www.googleapis.com/auth/userinfo.email" ;+ScopeFields="https://www.googleapis.com/auth/userinfo.profile" [/Script/Account.ExternalAccountProvider] +Services=(Type=Facebook, ExternalServiceName=FACEBOOK) +Services=(Type=Google, ExternalServiceName=GOOGLE) +Services=(Type=Epic_PSN, ExternalServiceName=MCP) +Services=(Type=Epic_XBL, ExternalServiceName=MCP) +Services=(Type=Epic_Erebus, ExternalServicename=MCP) +Services=(Type=Epic_Facebook, ExternalServicename=MCP) +Services=(Type=Epic_Google, ExternalServicename=MCP) [/Script/Hotfix.OnlineHotfixManager] HotfixManagerClassName=/Script/FortniteGame.FortHotfixManager [OnlineSubsystemMcp.OnlineGameAccessMcp] PeriodicCheckFrequencyInSeconds=1200 [GameFeedback] DefaultLogHeadSizeKb=64 DefaultLogTailSizeKb=1984 FeedbackUploadPath=/api/feedback [/Script/Engine.Player] ConfiguredInternetSpeed=30000 ConfiguredLanSpeed=30000 [/Script/OnlineSubsystemUtils.IpNetDriver] bNoTimeouts=false ConnectionTimeout=90.0 InitialConnectTimeout=60.0 RecentlyDisconnectedTrackingTime=120 MaxClientRate=30000 MaxInternetClientRate=20000 NetServerMaxTickRate=20 ; Increase socket buffer sizes to be more resilient to game thread hitches during periods of high bandwidth ServerDesiredSocketReceiveBufferBytes=2097152 ServerDesiredSocketSendBufferBytes=2097152 ClientDesiredSocketReceiveBufferBytes=1048576 ClientDesiredSocketSendBufferBytes=1048576 [GameNetDriver NetAnalyticsAggregatorConfig] +NetAnalyticsData=(DataName="Core.ServerNetConn", bEnabled=true) +NetAnalyticsData=(DataName="Oodle.Stats", bEnabled=true) [/Script/NavigationSystem.NavCollision] bGatherConvexGeometry=true bCreateOnClient=false ; bIsDynamicObstacle=true ; Do NOT set this to true, because then static geo and floors (among many other things) would be dynamic obstacles and would not generate nav mesh on top of them! [/Script/Engine.PathFollowingComponent] bUseVisibilityTestsSimplification=false [/Script/FortniteGame.FortNavArea_StoneWall] DrawColor=(R=211,G=211,B=211,A=164) DefaultCost=50 [/Script/FortniteGame.FortNavArea_WoodenWall] DrawColor=(R=219,G=97,B=57,A=164) DefaultCost=35 [/Script/FortniteGame.FortNavComponent] bDoAsyncPathfinding=false bDoHierarchicalPathfinding=false bDoPathOffsetting=true bSearchFromGoalWhenOutOfNodes=false [/Script/FortniteGame.FortNavSystem] bUseStaticMeshLinks=false bUseStaticWorldLinksDown=true bUseStaticWorldLinksUp=true bUseJumpLinkActors=true DirtyAreasUpdateFreqInactive=0.200000 +SupportedAgents=(Name="Husk",Color=(B=175,G=64,R=0,A=160),DefaultQueryExtent=(X=278.000000,Y=278.000000,Z=250.000000),NavigationDataClassName=/Script/FortniteGame.FortNavMesh,AgentRadius=34.000000,AgentHeight=110.000000,AgentStepHeight=-1.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData=Class'/Script/FortniteGame.FortNavMesh',bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False) +SupportedAgents=(Name="Smasher",Color=(B=160,G=0,R=64,A=160),DefaultQueryExtent=(X=278.000000,Y=278.000000,Z=250.000000),NavigationDataClassName=/Script/FortniteGame.FortNavMesh,AgentRadius=70.000000,AgentHeight=180.000000,AgentStepHeight=-1.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData=Class'/Script/FortniteGame.FortNavMesh',bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False) +SupportedAgents=(Name="Graph",Color=(B=255,G=255,R=0,A=160),DefaultQueryExtent=(X=512.000000,Y=512.000000,Z=250.000000),NavigationDataClassName=/Script/FortniteGame.FortNavigationGraph,AgentRadius=100000.000000,AgentHeight=0.000000,AgentStepHeight=-1.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData=Class'/Script/FortniteGame.FortNavigationGraph',bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False) [Kismet] AllowDerivedBlueprints=true bCanSuppressAccessViolation=true [Audio] DeferStartupPrecache=true UseAudioThread=true [/Script/Engine.SoundGroups] !SoundGroupProfiles=ClearArray +SoundGroupProfiles=(SoundGroup=SOUNDGROUP_Default, bAlwaysDecompressOnLoad=false, DecompressedDuration=2) +SoundGroupProfiles=(SoundGroup=SOUNDGROUP_Effects, bAlwaysDecompressOnLoad=false, DecompressedDuration=2) +SoundGroupProfiles=(SoundGroup=SOUNDGROUP_UI, bAlwaysDecompressOnLoad=false, DecompressedDuration=2) +SoundGroupProfiles=(SoundGroup=SOUNDGROUP_Music, bAlwaysDecompressOnLoad=false, DecompressedDuration=0) +SoundGroupProfiles=(SoundGroup=SOUNDGROUP_Voice, bAlwaysDecompressOnLoad=false, DecompressedDuration=0) [EnvironmentQueryEd] EnableEnvironmentQueryEd=true [BehaviorTreesEd] BehaviorTreeEditorEnabled=true BehaviorTreeNewAssetsEnabled=true [Plugins] -EnabledPlugins=BlankPlugin -EnabledPlugins=UObjectPlugin -EnabledPlugins=OculusRift -EnabledPlugins=MessagingDebugger -EnabledPlugins=SubversionSourceControl -EnabledPlugins=WindowsMoviePlayer -EnabledPlugins=CableComponent ;Uncomment to add simulated lag ;[PacketSimulationSettings] ;PktLoss=1 ;PktOrder=0 ;PktDup=0 ;PktLag=75 ;PktLagVariance=20 [/Script/Engine.AISystemBase] AISystemModuleName=AIModule AISystemClassName=/Script/FortniteGame.FortAISystem [/Script/AIModule.AISystem] HotSpotManagerClassName=/Script/FortniteGame.FortAIHotSpotManager PerceptionSystemClassName=/Script/FortniteGame.FortAIPerceptionSystem bEnableBTAITasks=true [/Script/AIModule.AISense_Sight] bAutoRegisterNewPawnsAsSources=false [SharedCookedBuildSettings] +SharedCookedBuildPath=\\epicgames.net\root\Builds\Fortnite\[BRANCHNAME]-CL-[CL]\[PLATFORM] +SharedCookedBuildPath=\\epicgames.net\root\Builds\Fortnite\IncrementalCook\[BRANCHNAME]-CL-[CL]\[PLATFORM] [ConsoleVariables] Fort.EnableHoldUseToPickupSwap=1 net.AllowAsyncLoading=1 net.DelayUnmappedRPCs=1 net.MaxRPCPerNetUpdate=10 net.PingExcludeFrameTime=1 net.MaxNetStringSize=16777216 net.UseAdaptiveNetUpdateFrequency=1 net.MaxChannelSize=65535 OSS.VerboseSessionInPayloads=0 OSS.VerboseSessionOutPayloads=0 OSS.VerboseIdentityPayloads=0 httpReplay.ChunkUploadDelayInSeconds=20 demo.CheckpointUploadDelayInSeconds=60 demo.ForceDisableAsyncPackageMapLoading=0 gpad.DefaultLeftStickInnerDeadZone=0.24 gpad.LeftStickOuterDeadZone=0.01 gpad.DefaultRightStickInnerDeadZone=0.27 gpad.RightStickOuterDeadZone=0.01 demo.UseNetRelevancy=0 demo.CullDistanceOverride=3000 demo.RecordHzWhenNotRelevant=2 demo.ClientRecordAsyncEndOfFrame=1 ; Disabled due to high crash counts in 5.20 -- todo: Rob M investigate to re-enable gc.CreateGCClusters=false fx.FavorNiagaraOverCascade=1 tick.DoAsyncEndOfFrameTasks=1 Athena.Vehicle.bDisplayTricksInDeathLog=1 ; In meters... Athena.Vehicle.ShowAirHeightOver=3 Athena.Vehicle.ShowAirDistanceOver=5 Athena.Vehicle.ShowAirSecondsOverShowAirSecondsOver=1.0 ; br disable player overlap queries when in a vehicle for performance. Athena.DisablePlayerCollisionInVehicle=0 ; br players inventory telemetry Analytic.DumpPlayerInventoryPerZonePhase=1 ; br quickbar slot delay prototype Weapon.TryToFireRestrictedByTypeCooldowns=1 ; br when we use perfect aim, we interpolate to it from min spread Weapon.UseInterpolateToPerfectAim=0 ; br make sure shotguns hit a minimum number of shots Weapon.UseShotgunMinNumberOfHits=1 Weapon.NumberOfMinHitsForShotguns=3 ; Strip render data for LODs below the MinLOD for the target platform during cooking. r.StaticMesh.StripMinLodDataDuringCooking=1 r.SkeletalMesh.StripMinLodDataDuringCooking=1 ; Strip adjacency data as we don't use tessellation r.ForceStripAdjacencyDataDuringCooking=1 ; Reduced to improve perf at a minor hit to visuals r.AOGlobalDFStartDistance=100 ; Fortnite has tons of drawing policies, so we can just split them up evenly, regardless of visibility r.RHICmdBalanceParallelLists=0 ; Fortnite has mushrooms, bushes and other things which are very sparse. We need more nodes to cull shadows effectively. foliage.MinVertsToSplitNode=8192 ;Enable MBP on servers and disable KK and KS pairs for performance p.ForceNoKSPairs=1 p.ForceNoKKPairs=1 Athena.bMegaStormEnabled=0 FortRepGraph.SpatialBiasX=-270000 FortRepGraph.SpatialBiasY=-270000 ; Enable Facial Animation System Fort.EnableFacialAnimation=1 ; Glider Redeploy values Fort.GliderRedeployRequiresJump=0 Fort.GliderRedeployUseWindowOfTime=0 Fort.GliderRedeployWindowLength=5.0 Fort.GliderRedeployPreventSkydiving=1 ; Zipline values Zipline.UseInteractToEnterZipline=1 ; Turns on/off the music player Props Fort.PropMusicPlayerEnabled=0 ; Turns on/off interaction checks while skydiving or gliding Fort.AllowInteractionChecksWhileSkydiving=1 fort.Building.AutoChangeMaterialOnPreview=1 voice.SilenceDetectionThreshold=0.0 Weapon.IgnoreActorsAttachedToPawns=1 [DerivedDataBackendGraph] Shared=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, DeleteUnused=true, UnusedFileAge=5, FoldersToClean=10, MaxFileChecksPerSec=1, Path=\\epicgames.net\root\DDC-Global-Fortnite, EnvPathOverride=UE-SharedDataCachePath) Boot=(Type=Boot, Filename="%GAMEDIR%DerivedDataCache/Boot.ddc", MaxCacheSize=784) [AssetRegistry] ; Fortnite currently depends on the dependency graph at runtime for map preloading, but we can strip the dependency/asset info for untagged assets ; Some platforms disable the dependencies entirely bSerializeDependencies=true bUseAssetRegistryTagsWhitelistInsteadOfBlacklist=true bFilterAssetDataWithNoTags=true bFilterDependenciesWithNoTags=true +CookedTagsWhitelist=(Class=CustomCharacterPart,Tag=CharacterPartType) +CookedTagsWhitelist=(Class=CustomCharacterPart,Tag=SkeletalMesh) +CookedTagsWhitelist=(Class=CustomCharacterPart,Tag=GenderPermitted) +CookedTagsWhitelist=(Class=CustomCharacterPart,Tag=BodyTypesPermitted) +CookedTagsWhitelist=(Class=FortItemDefinition,Tag=DisplayName) +CookedTagsWhitelist=(Class=FortItemDefinition,Tag=ItemType) +CookedTagsWhitelist=(Class=FortItemDefinition,Tag=bNeverPersisted) +CookedTagsWhitelist=(Class=FortEmoteItemDefinition,Tag=CommandName) +CookedTagsWhitelist=(Class=FortSchematicItemDefinition,Tag=CraftingRecipe) +CookedTagsWhitelist=(Class=FortMissionInfo,Tag=MissionTags) +CookedTagsWhitelist=(Class=Blueprint,Tag=BuildingType) +CookedTagsWhitelist=(Class=Blueprint,Tag=bIsPlayerBuildable) +CookedTagsWhitelist=(Class=Blueprint,Tag=CurrentBuildingLevel) +CookedTagsWhitelist=(Class=Blueprint,Tag=ActionEnvironment) ; These are use with USE_COMPACT_ASSET_REGISTRY to further deduplicate things with FName +CookedTagsAsFName=ItemType +CookedTagsAsFName=BuildingType +CookedTagsAsFName=CharacterPartType +CookedTagsAsFName=BodyTypesPermitted +CookedTagsAsFName=GenderPermitted +CookedTagsAsPathName=GameplayCueName +CookedTagsAsPathName=SkeletalMesh [/Script/Engine.AutomationTestSettings] +EditorTestModules=StaticMeshEditor +EditorTestModules=LandscapeEditor +EditorTestModules=GameProjectGeneration +TestLevelFolders=TestMaps +TestLevelFolders=Test_Maps +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Environments/Props/Bedroom/Meshes/Bedroom_Dresser_03.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Characters/Player/Male/Male_Avg_Base/Fortnite_M_Avg_Player_AnimBlueprint.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Animation/Game/MainPlayer/Montages/Rifle/AssaultRifle_Reload.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Characters/M_Avg_Base_Skeleton/Aim_Offset_Pistol_Downsights_LC.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Characters/M_Avg_Base_Skeleton/AimOffsets/PistolDownsights.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Animation/Game/MainPlayer/Combat/Guns/AssaultRifle/Aim_AssaultRifle_DownS.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Animation/Game/MainPlayer/Locomotion/Small/Sprint/SprintLeanAdditive.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Building/ActorBlueprints/Prop/Bathroom_ToiletBowl01.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Macros/Advancement/E_ClassDamageValue.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Effects/Fort_Effects/Creatures/Elemental/Ice/IceShard.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/UI/DefaultFont.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Packages/Fortress_SharedMaterials/SubSurfaceProfile/SS_MistMonster_01.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Packages/Fortress_SharedMaterials/Base_Material/CharacterShader.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Packages/Fortress_SharedMaterials/Base_Material_Functions/BaseShaderMaterialFunction.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Environments/Props/Boxes/Materials/Boxes.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Environments/Hexmap/ParamCollection/DifficultyColors.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Characters/Enemies/Husk/Mesh/Husk/MorphTargets/BreathIn.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Effects/Fort_Effects/Effects/Atlas/P_ActivationWave.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/FortressPhysicalMaterials/Car.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Characters/Enemies/Husk/Mesh/Husk/Base_Husk_Physics.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Sounds/Reverb_Presets/OutdoorTown_01_Reverb.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Characters/Enemies/Husk/Mesh/Husk/Base_Husk.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Characters/Enemies/Husk/Mesh/Husk/Base_Husk_Skeleton.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Loot/Badges/MissionBadges/Art/Badge_General_Brush.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/UI/Styles/BlackButton_Glass.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Sounds/Attenuation/Fort_Critical_Hit_Close_Att.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Sounds/FortSoundClassesAndModes/Fort_Explosives_Large_PSM.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Sounds/Fort_UI_Sounds/FrontEnd/Fort_UI_Ablity_Unlock_Cue.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Sounds/FortSoundClassesAndModes/BandPass.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Sounds/Foley_Loot/Ingredients/Energy/Battery_Collect.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Packages/FortNite_Gameplay_Props/FORT_Grill.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Environments/Sets/Barn/Textures/T_Farm_Roof_Wood_Shingle_1.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Tools/Turntable/LightingScenarios/FortniteEvening/Textures/PanoHDR/FortniteEveningTargetCube_Tex.uasset"),bSkipTestWhenUnAttended=False) +TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Tools/Turntable/Textures/T_componentReflectiveTarget.uasset"),bSkipTestWhenUnAttended=False) +ImportExportTestDefinitions=(ImportFilePath=(FilePath="../../../FortniteGame/Content/QA/AutomationAssets/chamferboxtestsimpleNormalsOff.FBX"),ExportFileExtension=,bSkipExport=False,FactorySettings=) +ImportExportTestDefinitions=(ImportFilePath=(FilePath="../../../FortniteGame/Content/QA/AutomationAssets/chamferboxtestsimpleNormalsOn.FBX"),ExportFileExtension=,bSkipExport=False,FactorySettings=) +ImportExportTestDefinitions=(ImportFilePath=(FilePath="../../../FortniteGame/Content/QA/AutomationAssets/Prop_Wood_Crate_01_D.tga"),ExportFileExtension="BMP",bSkipExport=False,FactorySettings=) [NavMeshRenderingComponent] bForceDisableNavmeshRendering=false [/Script/NavigationSystem.NavigationSystemV1] bInitialBuildingLocked=True bSkipAgentHeightCheckWhenPickingNavData=True DirtyAreasUpdateFreq=1.000000 [/Script/FortniteGame.FortNavMesh] bForceRebuildOnLoad=true [/Script/NavigationSystem.RecastNavMesh] bDistinctlyDrawTilesBeingBuilt=True DrawOffset=10.000000 bFixedTilePoolSize=False TilePoolSize=1024 TileSizeUU=1000.f TileSizeUU=1024.000000 CellSize=19.f CellSize=17.000000 CellHeight=10.f CellHeight=16.000000 AgentMaxSlope=44.f AgentMaxSlope=44.509998 AgentMaxStepHeight=35.f AgentMaxStepHeight=45.000000 MergeRegionSize=400.f MergeRegionSize=340.000000 MaxSimplificationError=0.990000 DefaultMaxSearchNodes=2048.000000 DefaultMaxHierarchicalSearchNodes=2048.000000 RegionPartitioning=ChunkyMonotone LayerPartitioning=Monotone RegionChunkSplits=2 LayerChunkSplits=2 bSortNavigationAreasByCost=True bPerformVoxelFiltering=False bMarkLowHeightAreas=False bUseVirtualFilters=False bUseVoxelCache=False HeuristicScale=0.999000 RuntimeGeneration=Dynamic [/Script/NavigationSystem.NavigationData] RuntimeGeneration=Dynamic [/Script/Engine.RendererSettings] r.MobileHDR=True r.AllowOcclusionQueries=True r.ExpandNewlyOcclusionTestedBBoxesAmount=75 r.MinScreenRadiusForLights=0.030000 r.MinScreenRadiusForDepthPrepass=0.030000 r.PrecomputedVisibilityWarning=False r.TextureStreaming=True r.NormalMapsForStaticLighting=False r.GenerateMeshDistanceFields=True r.GenerateLandscapeGIData=False r.DistanceFieldBuild.Compress=True r.DistanceFieldBuild.EightBit=True r.TessellationAdaptivePixelsPerTriangle=48.000000 r.TranslucentSortPolicy=0 TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000) r.CustomDepth=3 r.DefaultFeature.Bloom=True r.DefaultFeature.AmbientOcclusion=True r.DefaultFeature.AmbientOcclusionStaticFraction=False r.DefaultFeature.AutoExposure=True r.DefaultFeature.MotionBlur=True r.DefaultFeature.LensFlare=False r.DefaultFeature.AntiAliasing=2 r.EarlyZPass=2 r.EarlyZPassMovable=True r.DBuffer=False r.ClearSceneMethod=1 r.BasePassOutputsVelocity=True r.WireframeCullThreshold=5.000000 r.LightShaftRenderToSeparateTranslucency=1 r.EarlyZPassOnlyMaterialMasking=True r.VertexFoggingForOpaque=False r.SelectiveBasePassOutputs=True r.TonemapperFilm=1 r.Streaming.MaxTextureUVDensity=2500 r.Mobile.DisableVertexFog=False r.MobileNumDynamicPointLights=0 r.Mobile.AllowMovableDirectionalLights=True r.Mobile.AllowDistanceFieldShadows=False r.Mobile.EnableStaticAndCSMShadowReceivers=False r.Mobile.SkyLightPermutation=2 r.Mobile.CompressLandscapeWeightmaps=True r.SupportStationarySkylight=False r.SupportLowQualityLightmaps=False r.SupportAtmosphericFog=False r.GPUCrashDebugging=false ; FN at the moment relies on highp in pixel shaders r.Mobile.ForceFullPrecisionInPS=1 OpenGL.UseEmulatedUBs=1 [/Script/MacTargetPlatform.MacTargetSettings] -TargetedRHIs=SF_METAL_SM4 +CachedShaderFormats=SF_METAL_SM5 MaxShaderLanguageVersion=2 [/Script/UnrealEd.CookerSettings] bCompileBlueprintsInDevelopmentMode=False bIgnoreIniSettingsOutOfDateForIteration=True bIgnoreScriptPackagesOutOfDateForIteration=False +ModulesExcludedOnDedicatedServer=FortniteUI DefaultASTCQualityBySize=2 DefaultASTCQualityBySpeed=2 [/Script/Engine.UserInterfaceSettings] RenderFocusRule=Never DefaultCursor=/Game/UI/Foundation/SoftwareCursors/InvisibleCursorWidget.InvisibleCursorWidget_C ApplicationScale=1.000000 CustomScalingRuleClass=/Script/FortniteUI.BacchusDPICustomScalingRule bLoadWidgetsOnDedicatedServer=False UIScaleRule=Custom UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,DefaultValue=340282346638528859811704183484516925440.000000,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))),ExternalCurve=None) bAllowHighDPIInGameMode=True [/Script/SignificanceManager.SignificanceManager] SignificanceManagerClassName=/Script/FortniteGame.FortSignificanceManager [/Script/Engine.NetworkSettings] n.VerifyPeer=true [NetworkReplayStreaming] ;DefaultFactoryName=NullNetworkReplayStreaming ;DefaultFactoryName=FortniteReplayStreamer DefaultFactoryName=FortniteSaveGameReplayStreamer [HttpNetworkReplayStreaming] ServerURL="https://fortnitereplay-public-service-gamedev.ol.epicgames.net/replay/v2/" [/Script/FortniteEditor.FortUnrealEdEngine] SourceControlStatusBranchConfig="//GamePlugins/Main/Programs/RoboMerge/data/fortnite.branchmap.json" [/Script/WindowsTargetPlatform.WindowsTargetSettings] AudioCallbackBufferFrameSize=256 AudioNumBuffersToEnqueue=7 [/Script/PS4MediaFactory.PS4MediaSettings] NativeAudioOut=True [/Script/PS4MediaFactory.PS4MediaSettings] NativeAudioOut=True [StaticMeshLODSettings] -LevelArchitecture=(NumLODs=4,LightMapResolution=32,LODPercentTriangles=50,SilhouetteImportance=4,Name=LOCTEXT("LevelArchitectureLOD","Level Architecture")) -SmallProp=(NumLODs=4,LODPercentTriangles=50,Name=LOCTEXT("SmallPropLOD","Small Prop")) -LargeProp=(NumLODs=4,LODPercentTriangles=50,Name=LOCTEXT("LargePropLOD","Large Prop")) -Deco=(NumLODs=4,LODPercentTriangles=50,Name=LOCTEXT("DecoLOD","Deco")) -Vista=(NumLODs=1,Name=LOCTEXT("VistaLOD","Vista")) -Foliage=(NumLODs=1,Name=LOCTEXT("FoliageLOD","Foliage")) +Default=(NumLODs=3,LODPercentTriangles=50,PixelError=30,SilhouetteImportance=5,Name=LOCTEXT("DefaultLOD","Default")) [FortStaticMeshLODSettings] +LODGroupExclusionNames=_NoLOD +LODGroupExclusionNames=S_DomPoint LODGroupMinTriangles=256 [EngineSessionManager] UseWatchdogMTBF=Yes AllowWatchdogDialogs=Yes [PacketHandlerComponents] EncryptionComponent=AESHandlerComponent Components=OodleHandlerComponent [OodleHandlerComponent] bEnableOodle=true Mode=Release PacketLogFile=PacketDump bUseDictionaryIfPresent=true ServerDictionary=Content/Oodle/FortniteGameOutput.udic ClientDictionary=Content/Oodle/FortniteGameInput.udic [/Script/Engine.AnimationSettings] DefaultCompressionAlgorithm=Class'/Script/Engine.AnimCompress_PerTrackCompression' bTickAnimationOnSkeletalMeshInit=False [/Script/GameplayDebugger.GameplayDebuggerConfig] +Categories=(CategoryName="BehaviorTree",SlotIdx=2,ActiveInGame=Disable) [/Script/UnrealEd.HierarchicalLODSettings] bForceSettingsInAllMaps=False DefaultSetup=None +MapsToBuild=(FilePath="/Game/Athena/Maps/Buildings/1x1/1x1_HLOD") +MapsToBuild=(FilePath="/Game/Athena/Maps/Buildings/3x3/3x3_HLOD") +MapsToBuild=(FilePath="/Game/Athena/Maps/Buildings/5x5/5x5_HLOD") +MapsToBuild=(FilePath="/Game/Athena/Maps/Buildings/5x9/5x9_HLOD") +MapsToBuild=(FilePath="/Game/Athena/Maps/Buildings/7x12/7x12_HLOD") +MapsToBuild=(FilePath="/Game/Athena/Maps/Buildings/9x12/9x12_HLOD") +MapsToBuild=(FilePath="/Game/Athena/Maps/POI/POI_Small_HLOD") +MapsToBuild=(FilePath="/Game/Athena/Maps/POI/POI_Medium_HLOD") +MapsToBuild=(FilePath="/Game/Athena/Maps/POI/POI_Large_HLOD") +MapsToBuild=(FilePath="/Game/Athena/Maps/Landscape/Landscape_HLOD") bInvalidateHLODClusters=True bDeleteHLODAssets=False [/Script/IOSRuntimeSettings.IOSRuntimeSettings] bSupportsOpenGLES2=False bDevForArmV7=False bDevForArm64=True bShipForArmV7=False bCookPVRTCTextures=False bCookASTCTextures=True AudioMaxChannels=16 CompressionOverrides=(bOverrideCompressionTimes=True,DurationThreshold=2.000000,MaxNumRandomBranches=1,SoundCueQualityIndex=2) bAllowControllers=False VersionInfo=7.40.0 MinimumiOSVersion=IOS_11 CompressionOverrides=(bOverrideCompressionTimes=True,DurationThreshold=2.000000,MaxNumRandomBranches=1,SoundCueQualityIndex=3) CompressionQualityModifier=0.150000 MaxSampleRate=32000.000000 HighSampleRate=24000.000000 MedSampleRate=16000.000000 LowSampleRate=12000.000000 MinSampleRate=10000.000000 bResampleForDevice=True bEnableIdleTimer=False MaxShaderLanguageVersion=3 bSupportsITunesFileSharing=False bSupportsPortraitOrientation=False bSupportsUpsideDownOrientation=False bSupportsLandscapeLeftOrientation=True PreferredLandscapeOrientation=LandscapeLeft [/Script/CrashlyticsEditor.CrashlyticsSettings] APIKey=7a4cebd0324af21696e5e321802c5e26ba541cad [RemoteSession] bAutoHostWithGame=false bAutoHostWithPIE=true Quality=70 [/Script/Engine.AudioSettings] DefaultSoundClassName=/Game/Sounds/FortSoundClassesAndModes/Master.Master DefaultSoundConcurrencyName=None DefaultBaseSoundMix=/Game/Sounds/FortSoundClassesAndModes/Fort_Default_Mix.Fort_Default_Mix VoiPSoundClass=/Game/Sounds/FortSoundClassesAndModes/Fort_01_VOIP.Fort_01_VOIP DefaultReverbSendLevel=0.200000 LowPassFilterResonance=0.900000 MaximumConcurrentStreams=10 +QualityLevels=(DisplayName=NSLOCTEXT("AudioSettings", "DefaultSettingsName", "Default"),MaxChannels=32) +QualityLevels=(DisplayName=NSLOCTEXT("", "9B9FE4744AF7846DB6CF50AC91F8EE51", "Low"),MaxChannels=20) +QualityLevels=(DisplayName=NSLOCTEXT("[/Script/Engine]", "CE9BB875451A8B074714BA9B6B36C3FE", "iOS"),MaxChannels=16) +QualityLevels=(DisplayName=NSLOCTEXT("[/Script/Engine]", "66F9E485445C1C5DB47314A3AF62BA25", "Android"),MaxChannels=12) bAllowVirtualizedSounds=True bDisableMasterEQ=True bDisableMasterReverb=False bAllowCenterChannel3DPanning=True DialogueFilenameFormat="{DialogueGuid}_{ContextId}" DefaultMediaSoundClassName=/Game/Sounds/FortSoundClassesAndModes/RenderedCinematics.RenderedCinematics [/Script/Slate.SlateSettings] bExplicitCanvasChildZOrder=True [/Script/Paper2D.PaperRuntimeSettings] bEnableSpriteAtlasGroups=True [/Script/WmfMediaFactory.WmfMediaSettings] NativeAudioOut=False [/Script/CinematicCamera.CineCameraComponent] +LensPresets=(Name="Spectator Zoom",LensSettings=(MinFocalLength=8,MaxFocalLength=400,MinFStop=1.0,MaxFStop=22,MinimumFocusDistance=100)) [Analytics] AppsFlyerAppleAppID=1261357853 AppsFlyerDevAppleAppID=000222000 AppsFlyerDevKey=SVhRej6PSX628tKmkAZh7a AppsFlyerDevChannel=FN_Dev AppsFlyerShippingChannel=FN_Live [AnalyticsDevelopment] AppsFlyerAppleAppID=1261357853 AppsFlyerDevAppleAppID=000222000 AppsFlyerDevKey=SVhRej6PSX628tKmkAZh7a AppsFlyerDevChannel=FN_Dev AppsFlyerShippingChannel=FN_Live [AnalyticsDebug] AppsFlyerAppleAppID=1261357853 AppsFlyerDevAppleAppID=000222000 AppsFlyerDevKey=SVhRej6PSX628tKmkAZh7a AppsFlyerDevChannel=FN_Dev AppsFlyerShippingChannel=FN_Live [AnalyticsTest] AppsFlyerAppleAppID=1261357853 AppsFlyerDevAppleAppID=000222000 AppsFlyerDevKey=SVhRej6PSX628tKmkAZh7a AppsFlyerDevChannel=FN_Dev AppsFlyerShippingChannel=FN_Live [/Script/Engine.ProxyLODMeshSimplificationSettings] r.ProxyLODMeshReductionModule=ProxyLODMeshReduction ; Mobile, cook low quality materials only as reserved for mobile [ForwardShadingQuality_GLSL_ES2 ShaderPlatformQualitySettings] QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) QualityOverrides[1]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) QualityOverrides[2]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) [ForwardShadingQuality_GLSL_ES3_1_ANDROID ShaderPlatformQualitySettings] QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) QualityOverrides[1]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) QualityOverrides[2]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) [ForwardShadingQuality_SF_VULKAN_ES31_ANDROID ShaderPlatformQualitySettings] QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) QualityOverrides[1]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) QualityOverrides[2]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) [ForwardShadingQuality_SF_VULKAN_ES31_ANDROID_NOUB ShaderPlatformQualitySettings] QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) QualityOverrides[1]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) QualityOverrides[2]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) [ForwardShadingQuality_SF_METAL ShaderPlatformQualitySettings] QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) QualityOverrides[1]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) QualityOverrides[2]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) ; Desktop, cook low and high quality materials only [ForwardShadingQuality_PCD3D_SM5 ShaderPlatformQualitySettings] QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) QualityOverrides[1]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) QualityOverrides[2]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) [ForwardShadingQuality_SF_METAL_SM5 ShaderPlatformQualitySettings] QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) QualityOverrides[1]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) QualityOverrides[2]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) [/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),(Channel="Visibility",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="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="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="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="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="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(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="BlockAll",CollisionEnabled=QueryOnly,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="BlockAllPhysics",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks and provides physics response to all actors by default. All new custom channels will use its own default response.",bCanModify=False) +Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryOnly,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="Pawn",CollisionEnabled=QueryOnly,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="PhysicsActor",CollisionEnabled=QueryOnly,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) +Profiles=(Name="Destructible",CollisionEnabled=QueryOnly,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) +Profiles=(Name="InvisibleWall",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) +Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) +Profiles=(Name="Ragdoll",CollisionEnabled=QueryOnly,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="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(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="FortPawnCapsule",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponWorldMulti",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh",Response=ECR_Ignore),(Channel="FCC_Query_PawnCapsule")),HelpMessage="Use for capsules of player or neutral pawns, or things that should behave like them",bCanModify=True) +Profiles=(Name="FortAIPawnCapsule",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Query_PawnCapsule")),HelpMessage="DEPRECATED! Use for capsules of enemy pawns, or things that should behave like them",bCanModify=True) +Profiles=(Name="FortPawnMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility"),(Channel="WorldDynamic"),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_WeaponMulti",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponPawnAndWorldMulti",Response=ECR_Overlap)),HelpMessage="Needs description",bCanModify=True) +Profiles=(Name="FortBlockingCapsule",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh")),HelpMessage="Use for capsules of interactive objects that should block weapons and interaction ",bCanModify=True) +Profiles=(Name="FortTriggerDefault",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_Interaction",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Object_Projectile",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileIgnoreAI",Response=ECR_Overlap)),HelpMessage="Use for objects that block weapons, interaction, and overlap most things",bCanModify=True) +Profiles=(Name="FortTriggerOnlyWeapons",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",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="FCC_Trace_WeaponCapsule"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponPawnAndWorldMulti",Response=ECR_Overlap),(Channel="FCC_Object_Projectile",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileIgnoreAI",Response=ECR_Overlap)),HelpMessage="Use for objects that should be shootable, but have no other collision.",bCanModify=True) +Profiles=(Name="FortTriggerOnlyPawns",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponWorldMulti",Response=ECR_Ignore)),HelpMessage="Use for objects that should overlap pawns, but have no other collision.",bCanModify=True) +Profiles=(Name="FortTriggerOnlyInteractions",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",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="FCC_Trace_Interaction")),HelpMessage="Use for objects that should be interactible, but have no other collision.",bCanModify=True) +Profiles=(Name="FortOverlapDynamicAndDestructible",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap)),HelpMessage="Use for objects that should overlap pawns, but have no other collision.",bCanModify=True) +Profiles=(Name="FortWeakSpot",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",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="FCC_Trace_WeakSpot")),HelpMessage="Use only for weak points, don\'t set in editor.",bCanModify=True) +Profiles=(Name="FortStaticMesh",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Trace_Interaction"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_NonDestructible"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_World"),(Channel="FCC_Object_SpectatorDroneCamera")),HelpMessage="Use for static meshes that never move and cannot be interacted with",bCanModify=True) +Profiles=(Name="FortBuildingMesh",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti",Response=ECR_Overlap),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_World"),(Channel="FCC_Trace_WeakSpot",Response=ECR_Overlap)),HelpMessage="Use for potentially interactive meshes that do not move",bCanModify=True) +Profiles=(Name="FortBuildingMeshPhysics",CollisionEnabled=QueryAndPhysics,ObjectTypeName="",CustomResponses=((Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Trace_World"),(Channel="FCC_Object_ProjectileMesh")),HelpMessage="Use for potentially interactive mesh which must also collide with physics",bCanModify=True) +Profiles=(Name="FortDynamicMesh",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_World")),HelpMessage="Use for meshes that can move, but need to be interactive and shootable",bCanModify=True) +Profiles=(Name="FortDynamicMeshPhysics",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_World")),HelpMessage="Use for meshes that can move, but need to be interactive and shootable",bCanModify=True) +Profiles=(Name="FortDynamicMeshIgnoreCamera",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_World")),HelpMessage="Same as FortDynamicMesh, but ignores camera collision",bCanModify=True) +Profiles=(Name="FortDynamicMeshOverlapPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_World"),(Channel="Pawn",Response=ECR_Overlap)),HelpMessage="Same as FortDynamicMeshIgnoreCamera, but do not block pawns",bCanModify=True) +Profiles=(Name="FortProjectileHitAllPawns",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_Projectile",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI")),HelpMessage="Projectile that stops when hitting any pawn or the world",bCanModify=True) +Profiles=(Name="FortProjectileHitPawnMesh",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_ProjectileMesh",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI")),HelpMessage="Projectile that stops when hitting any pawn or the world",bCanModify=True) +Profiles=(Name="FortProjectileHitPlayersOnly",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_ProjectileIgnoreAI",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap)),HelpMessage="Projectile that stops when hitting player pawns or the world",bCanModify=True) +Profiles=(Name="FortProjectileHitPlayersAndWeapon",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_ProjectileIgnoreAI",CustomResponses=((Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap)),HelpMessage="Projectile that stops when hitting player pawns or the world",bCanModify=True) +Profiles=(Name="FortProjectileOverlapPawns",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_Projectile",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="Projectile that only stops when hitting the world",bCanModify=True) +Profiles=(Name="FortProjectileBall",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_Projectile",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="FCC_Object_Projectile",Response=ECR_Overlap)),HelpMessage="Ball Projectile that only stops when hitting the world",bCanModify=True) +Profiles=(Name="FortAIPawnCapsuleOverlapPawns",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_PawnAI",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Query_PawnCapsule"),(Channel="FCC_Trace_WeaponWorldMulti",Response=ECR_Ignore)),HelpMessage="Use for capsules of enemy pawns, disabled collisions with other pawns",bCanModify=True) +Profiles=(Name="FortAIPawnEnemyCapsuleLowLOD",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_PawnAI",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Query_PawnCapsule")),HelpMessage="Use for capsules of enemy pawns, disabled collisions with world and other pawns",bCanModify=True) +Profiles=(Name="FortAIPawnEnemyAthenaCapsuleLowLOD",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_PawnAI",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Block),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Query_PawnCapsule")),HelpMessage="Use for capsules of enemy pawns, disabled collisions with world and other pawns",bCanModify=True) +Profiles=(Name="FortAIPawnFriendlyCapsuleLowLOD",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Query_PawnCapsule")),HelpMessage="Use for capsules of friendly pawns, disabled collisions with world and other pawns",bCanModify=True) +Profiles=(Name="FortAIPawnCapsuleGhost",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_PawnAI",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Query_PawnCapsule")),HelpMessage="Use for capsule of ghost-like enemies that pass through walls",bCanModify=True) +Profiles=(Name="FortWater",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",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="FCC_Trace_WeaponCapsule",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponMulti",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponPawnAndWorldMulti",Response=ECR_Overlap),(Channel="FCC_Object_Projectile",Response=ECR_Overlap),(Channel="FCC_Trace_World",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileMesh",Response=ECR_Overlap),(Channel="FCC_Object_SpectatorDroneCamera",Response=ECR_Overlap),(Channel="FCC_Trace_WaterVolume")),HelpMessage="Use on all bodies of water. Blocks cameras and overlaps with other elements.",bCanModify=True) +Profiles=(Name="FortSupplyDrop",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="PhysicsBody",Response=ECR_Ignore),(Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_World")),HelpMessage="Use for meshes that can move, but need to be interactive and shootable",bCanModify=True) +Profiles=(Name="FortSupplyDropGroundTrace",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_World")),HelpMessage="Needs description",bCanModify=True) +Profiles=(Name="FortCameraOnly",CollisionEnabled=QueryOnly,ObjectTypeName="",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Used for objects which collide only with the camera.",bCanModify=True) +Profiles=(Name="FortPickup",CollisionEnabled=QueryOnly,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="WorldStatic"),(Channel="WorldDynamic"),(Channel="Pawn",Response=ECR_Overlap),(Channel="FCC_Trace_Interaction",Response=ECR_Overlap),(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="Used for pickups",bCanModify=True) +Profiles=(Name="FortPickupTraceChannelOnly",CollisionEnabled=QueryOnly,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Overlap),(Channel="FCC_Trace_Interaction",Response=ECR_Overlap),(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="Used for pickups",bCanModify=True) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="FCC_Trace_Interaction",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="FCC_Trace_WeakSpot",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="FCC_Trace_WeaponCapsule",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="FCC_Object_PawnAI",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="FCC_Trace_WeaponMulti",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,Name="FCC_Trace_NonDestructible",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,Name="FCC_Trace_Weapon",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,Name="FCC_Object_Projectile",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel9,Name="FCC_Object_ProjectileIgnoreAI",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel10,Name="FCC_Query_PawnCapsule",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel11,Name="FCC_Trace_World",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel12,Name="FCC_Object_ProjectileMesh",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel13,Name="FCC_Object_SpectatorDroneCamera",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel14,Name="FCC_Trace_WeaponWorldMulti",DefaultResponse=ECR_Overlap,bTraceType=True,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel15,Name="FCC_Trace_WaterVolume",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel16,Name="FCC_Trace_WeaponPawnAndWorldMulti",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False) +EditProfiles=(Name="BlockAll",CustomResponses=((Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Object_SpectatorDroneCamera"))) +EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Object_PawnAI"))) +EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="FCC_Object_Projectile",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileIgnoreAI",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileMesh",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Trace_WaterVolume",Response=ECR_Ignore))) +EditProfiles=(Name="OverlapAllDynamic",CustomResponses=((Channel="FCC_Object_Projectile",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileIgnoreAI",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileMesh",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Trace_WaterVolume",Response=ECR_Ignore))) +EditProfiles=(Name="IgnoreOnlyPawn",CustomResponses=((Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponPawnAndWorldMulti",Response=ECR_Overlap))) +EditProfiles=(Name="Pawn",CustomResponses=((Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Query_PawnCapsule"),(Channel="FCC_Object_PawnAI"))) +EditProfiles=(Name="Spectator",CustomResponses=((Channel="FCC_Query_PawnCapsule"))) +EditProfiles=(Name="Trigger",CustomResponses=((Channel="FCC_Object_Projectile",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileIgnoreAI",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileMesh",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(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))) +EditProfiles=(Name="OverlapOnlyPawn",CustomResponses=((Channel="FCC_Object_PawnAI",Response=ECR_Overlap))) +EditProfiles=(Name="PhysicsActor",CustomResponses=((Channel="FCC_Object_PawnAI"))) +EditProfiles=(Name="Destructible",CustomResponses=((Channel="FCC_Object_PawnAI"))) +EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="FCC_Object_PawnAI"))) +EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="FCC_Object_PawnAI"))) +EditProfiles=(Name="Vehicle",CustomResponses=((Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_Interaction"),(Channel="FCC_Object_Projectile",Response=ECR_Ignore),(Channel="FCC_Object_ProjectileIgnoreAI",Response=ECR_Ignore),(Channel="FCC_Object_ProjectileMesh",Response=ECR_Ignore),(Channel="FCC_Object_SpectatorDroneCamera"),(Channel="FCC_Trace_WeaponCapsule",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponMulti",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Trace_Weapon",Response=ECR_Ignore),(Channel="FCC_Query_PawnCapsule"),(Channel="FCC_Trace_WeaponWorldMulti",Response=ECR_Ignore))) +EditProfiles=(Name="BlockAllPhysics",CustomResponses=((Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Object_SpectatorDroneCamera"))) -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") +ProfileRedirects=(OldName="FortCarriedWeapon",NewName="NoCollision") +ProfileRedirects=(OldName="FortBuildingSMA",NewName="FortBuildingMesh") +ProfileRedirects=(OldName="FortRift",NewName="FortBlockingCapsule") +ProfileRedirects=(OldName="FortGeneratorCapsule",NewName="FortTriggerDefault") +ProfileRedirects=(OldName="FortCTFFlag",NewName="FortTriggerDefault") +ProfileRedirects=(OldName="FortProjectileIgnorePawns",NewName="FortProjectileOverlapPawns") +ProfileRedirects=(OldName="FortAIPawnCapsuleIgnorePawns",NewName="FortAIPawnCapsuleOverlapPawns") +ProfileRedirects=(OldName="FortAIPawnCapsuleTakerSwoop",NewName="FortAIPawnCapsuleOverlapPawns") +ProfileRedirects=(OldName="Water",NewName="FortWater") -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") [/Script/Engine.StaticMeshComponent] bCanEverAffectNavigation=False [/Script/Engine.SkinnedMeshComponent] VisibilityBasedAnimTickOption = EVisibilityBasedAnimTickOption::OnlyTickPoseWhenRendered [EnumRemap] TEXTUREGROUP_Project01.DisplayName=Glider TEXTUREGROUP_Project02.DisplayName=Pickaxe TEXTUREGROUP_Project03.DisplayName=Back Bling TEXTUREGROUP_Project04.DisplayName=Spray Decal [/Script/Engine.SkeletalMeshSimplificationSettings] r.SkeletalMeshReductionModule=SkeletalMeshReduction [/Script/HelpshiftEditor.HelpshiftSettings] APIKey=5ac5f7da74a05226b76d01e68ddba714 DomainName=eg-sandbox.helpshift.com AppID=eg-sandbox_platform_20180410193434707-094cce0c23eadf4 [/Script/MeshNetwork.MeshNetDriver] NetConnectionClassName="/Script/MeshNetwork.MeshConnection" !ChannelDefinitions=CLEAR_ARRAY +ChannelDefinitions=(ChannelName=Control, ClassName=/Script/Engine.ControlChannel, StaticChannelIndex=0, bTickOnCreate=true, bServerOpen=false, bClientOpen=true, bInitialServer=false, bInitialClient=true) +ChannelDefinitions=(ChannelName=Actor, ClassName=/Script/Engine.ActorChannel, StaticChannelIndex=-1, bTickOnCreate=false, bServerOpen=true, bClientOpen=false, bInitialServer=false, bInitialClient=false) +ChannelDefinitions=(ChannelName=LiveStreamVoice, ClassName=/Script/LiveStreamVoice.LiveStreamVoiceChannel, StaticChannelIndex=-1, bTickOnCreate=true, bServerOpen=true, bClientOpen=false, bInitialServer=false, bInitialClient=false) [/Script/MeshNetwork.MeshBeaconHost] BeaconConnectionInitialTimeout=30.0 BeaconConnectionTimeout=30.0 ListenPort=16000 MaxConnections=200 [/Script/MeshNetwork.MeshBeaconClient] BeaconConnectionInitialTimeout=30.0 BeaconConnectionTimeout=30.0 [/Script/FortniteGame.FortLevelSaveComponent] PublishRateLimitSeconds=60 [/Script/Engine.NetDriver] +ChannelDefinitions=(ChannelName=LiveStreamVoice, ClassName=/Script/LiveStreamVoice.LiveStreamVoiceChannel, StaticChannelIndex=-1, bTickOnCreate=true, bServerOpen=true, bClientOpen=false, bInitialServer=false, bInitialClient=false) [/Script/Engine.PhysicsSettings] DefaultGravityZ=-2800.000000 DefaultTerminalVelocity=4000.000000 DefaultFluidFriction=0.300000 SimulateScratchMemorySize=262144 RagdollAggregateThreshold=4 TriangleMeshTriangleMinAreaThreshold=5.000000 bEnableAsyncScene=False bEnableShapeSharing=False bEnablePCM=False bEnableStabilization=False bWarnMissingLocks=True bEnable2DPhysics=False PhysicErrorCorrection=(PingExtrapolation=0.300000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=0.200000,MaxRestoredStateError=2.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000100,AngleLerp=0.020000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=50.000000,ErrorAccumulationSeconds=3.000000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000) 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=False DefaultShapeComplexity=CTF_UseSimpleAndComplex bDefaultHasComplexCollision=True bSuppressFaceRemapTable=True bSupportUVFromHitResults=False bDisableActiveActors=False bDisableKinematicStaticPairs=False bDisableKinematicKinematicPairs=False bDisableCCD=False bEnableEnhancedDeterminism=False MaxPhysicsDeltaTime=0.033333 bSubstepping=False bSubsteppingAsync=False MaxSubstepDeltaTime=0.033333 MaxSubsteps=3 SyncSceneSmoothingFactor=0.000000 AsyncSceneSmoothingFactor=0.990000 InitialAverageFrameRate=0.016667 PhysXTreeRebuildRate=100 +PhysicalSurfaces=(Type=SurfaceType1,Name="Wood") +PhysicalSurfaces=(Type=SurfaceType2,Name="Stone") +PhysicalSurfaces=(Type=SurfaceType3,Name="Metal") +PhysicalSurfaces=(Type=SurfaceType4,Name="HumanFlesh") +PhysicalSurfaces=(Type=SurfaceType5,Name="HumanOppositionFlesh") +PhysicalSurfaces=(Type=SurfaceType6,Name="HuskFlesh") +PhysicalSurfaces=(Type=SurfaceType7,Name="PurpleFlesh") +PhysicalSurfaces=(Type=SurfaceType8,Name="Water") +PhysicalSurfaces=(Type=SurfaceType9,Name="Grass") +PhysicalSurfaces=(Type=SurfaceType10,Name="Dirt") +PhysicalSurfaces=(Type=SurfaceType11,Name="Explosive") +PhysicalSurfaces=(Type=SurfaceType12,Name="WeakSpot") +PhysicalSurfaces=(Type=SurfaceType13,Name="Objective") +PhysicalSurfaces=(Type=SurfaceType14,Name="WeakSpot_Wood") +PhysicalSurfaces=(Type=SurfaceType15,Name="WeakSpot_Stone") +PhysicalSurfaces=(Type=SurfaceType16,Name="WeakSpot_Metal") +PhysicalSurfaces=(Type=SurfaceType17,Name="TakerFlesh") +PhysicalSurfaces=(Type=SurfaceType18,Name="Glass") +PhysicalSurfaces=(Type=SurfaceType19,Name="HuskFleshMetal") +PhysicalSurfaces=(Type=SurfaceType20,Name="HuskFleshIce") +PhysicalSurfaces=(Type=SurfaceType21,Name="HuskFleshElectric") +PhysicalSurfaces=(Type=SurfaceType22,Name="HuskFleshFire") +PhysicalSurfaces=(Type=SurfaceType23,Name="Snow") +PhysicalSurfaces=(Type=SurfaceType24,Name="Ice") +PhysicalSurfaces=(Type=SurfaceType25,Name="Lava") DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=True,MBPBounds=(Min=(X=-310088.000000,Y=-341252.000000,Z=-5120.000000),Max=(X=359836.000000,Y=275920.000000,Z=135041.000000),IsValid=1),MBPNumSubdivs=10)