[/Script/HardwareTargeting.HardwareTargetingSettings] TargetedHardwareClass=Desktop AppliedTargetedHardwareClass=Desktop DefaultGraphicsPerformance=Maximum AppliedDefaultGraphicsPerformance=Maximum [/Script/EngineSettings.GameMapsSettings] EditorStartupMap=/Game/Athena/Athena_Terrain.Athena_Terrain GameDefaultMap=/Game/Athena/Athena_Terrain.Athena_Terrain [/Script/Engine.Engine] +ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/FortniteGame") +ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/FortniteGame") +ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="FortniteGameGameModeBase") [/Script/WindowsTargetPlatform.WindowsTargetSettings] bUseAudioStreamCaching=True DefaultGraphicsRHI=DefaultGraphicsRHI_DX11 [SystemSettings] t.FPSChart.DoCsvProfile=1 Fort.SimulateClientPreloadingBehaviorInEditorBuilds=1 Fort.ItemWrapOverride.DelayWhenMeshIsntReady=1 Fort.ItemWrapOverride.MaxDelaysWhenMeshIsntReady=3 tick.LightweightTimeguardThresholdMS=30 csv.Shipping.ContinuousWrites=1 csv.ContinuousWrites=1 r.AllowStaticLighting=False r.Shadow.CacheWPOPrimitives=1 r.Shadow.TransitionScale=1000 r.Shadow.PerObjectDirectionalDepthBias=10 r.Shadow.PerObjectDirectionalSlopeDepthBias=8 r.Shadow.TexelsPerPixel=4 r.Shadow.PerObjectCastDistanceMin = 4500.0 r.ContactShadows.NonShadowCastingIntensity = 0.4 r.CapsuleIndirectShadowMinVisibility=.5 r.CapsuleIndirectConeAngle=.2 r.AOSpecularOcclusionMode=0 r.SupportSimpleForwardShading=1 p.BatchPhysXTasksSize=8 r.DoLazyStaticMeshUpdate=0 FX.BatchAsync=1 FX.BatchAsyncBatchSize=32 grass.TickInterval=10 r.Mobile.TonemapperFilm=1 r.DistanceFields.ForceMaxAtlasSize=1 r.DistanceFields.AtlasSizeZ=1024 Compat.MAX_GPUSKIN_BONES=75 r.setres=1280x720 r.MinYResolutionFor3DView=270 r.Mac.OpenGLDisabled=1 rhi.Metal.AllowStencils=0 rhi.Metal.RuntimeDebugLevel=0 Slate.MaxFontAtlasPagesBeforeFlush=6 net.ProcessQueuedBunchesMillisecondLimit=0 net.NetServerMoveTimestampExpiredWarningThreshold=5 InGamePerformanceTracking.Enabled=1 InGamePerformanceTracking.HistorySize=240 t.FPSChart.InterestingFramerates=30,60 p.DisableQueryOnlyActors=1 p.UseAsyncResults=1 D3D12.EnablePSOCache=0 r.D3D12.DXR.MinimumWindowsBuildVersion=18362 r.D3D12.DXR.MinimumDriverVersionNVIDIA=45000 r.StencilForLODDither=1 r.HLOD.ForceDisableCastDynamicShadow=1 r.gpucrash.collectionenable=1 r.gpucrash.datadepth=5 EnsureOnNaNFail=1 demo.WithLevelStreamingFixes=1 demo.WithDeltaCheckpoints=0 net.DisableRemapScriptActors=1 demo.ReplayStreamerAutoDemoPrefix="UnsavedReplay-" demo.ReplayStreamerAutoDemoUseDateTimePostfix=1 net.DoPacketOrderCorrection=1 net.OodleMinSizeForCompression=19 net.MagicHeader=1110 RecordingBufferLength=30 r.ProgramBinaryCache.RestartAndroidAfterPrecompile=0 net.MaxConstructedPartialBunchSizeBytes=131072 r.MeshDrawCommands.AllowOnDemandShaderCreation=0 r.XGEShaderCompile = 0 [Core.Log] LogAudio=Error LogHttp=warning LogXmpp=warning LogBeacon=verbose LogQos=verbose LogOnline=log LogOnlineCloud=verbose LogOnlineGame=verbose LogOnlineParty=verbose LogOnlinePresence=log 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=Log LogVoiceEngine=Error LogEpicCMS=Log LogNetPlayerMovement=Warning LogDerivedDataCache=Log LogStreamableManager=Error LogOnlineDataAssetDirectory=Log [LogFiles] MaxLogFilesOnDisk=300 [Core.System] ZeroEngineVersionWarning=False LoadingScreenHangDurationMultiplier=3.0 GameThreadHeartBeatStartSuspended=True AssetLogShowsDiskPath=False AssetLogShowsAbsolutePath=False LegacyBulkDataOffsets=True [/Script/Engine.GarbageCollectionSettings] gc.MaxObjectsNotConsideredByGC=1 gc.SizeOfPermanentObjectPool=15728640 gc.FlushStreamingOnGC=False gc.CreateGCClusters=True gc.ActorClusteringEnabled=True gc.BlueprintClusteringEnabled=False gc.AssetClustreringEnabled=False 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 [BuildConfiguration] bAllowHotReloadFromIDE=false [AssetRegistry] bSerializeDependencies=false 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) # +CookedTagsWhitelist=(Class=World,Tag=FoundationMeta) # +CookedTagsWhitelist=(Class=Blueprint,Tag=DescriptorTag) +CookedTagsAsFName=ItemType +CookedTagsAsFName=BuildingType +CookedTagsAsFName=CharacterPartType +CookedTagsAsFName=BodyTypesPermitted +CookedTagsAsFName=GenderPermitted +CookedTagsAsPathName=GameplayCueName +CookedTagsAsPathName=SkeletalMesh [/Script/Engine.PhysicsSettings] DefaultGravityZ=-2800.000000 DefaultTerminalVelocity=4000.000000 DefaultFluidFriction=0.300000 SimulateScratchMemorySize=262144 RagdollAggregateThreshold=4 TriangleMeshTriangleMinAreaThreshold=5.000000 bEnableShapeSharing=False bEnablePCM=False bEnableStabilization=False bWarnMissingLocks=True bEnable2DPhysics=False PhysicErrorCorrection=(PingExtrapolation=0.300000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=0.010000,MaxRestoredStateError=2.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000000,AngleLerp=0.020000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=20.000000,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 AnimPhysicsMinDeltaTime=0.000100 bSimulateAnimPhysicsAfterReset=True MaxPhysicsDeltaTime=0.05 bSubstepping=False bSubsteppingAsync=False MaxSubstepDeltaTime=0.05 MaxSubsteps=3 SyncSceneSmoothingFactor=0.000000 InitialAverageFrameRate=0.016667 PhysXTreeRebuildRate=100 [/Script/Engine.CollisionProfile] +Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision") +Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="FCC_Object_Water",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. ") +Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="FCC_Object_Water",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. ") +Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,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.") +Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,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. ") +Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,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.") +Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="FCC_Object_Water",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.") +Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="FCC_Object_Water",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. ") +Profiles=(Name="BlockAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ") +Profiles=(Name="BlockAllPhysics",CollisionEnabled=QueryAndPhysics,bCanModify=False,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.") +Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ") +Profiles=(Name="Pawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ") +Profiles=(Name="PhysicsActor",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors") +Profiles=(Name="Destructible",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors") +Profiles=(Name="InvisibleWall",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.") +Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.") +Profiles=(Name="Ragdoll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.") +Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") +Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,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.") +Profiles=(Name="FortPawnCapsule",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_WeaponMulti",Response=ECR_Overlap),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Query_PawnCapsule"),(Channel="FCC_Trace_WeaponWorldMulti",Response=ECR_Ignore)),HelpMessage="Use for capsules of player or neutral pawns, or things that should behave like them") +Profiles=(Name="FortAIPawnCapsule",CollisionEnabled=QueryOnly,bCanModify=True,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") +Profiles=(Name="FortPawnMesh",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",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") +Profiles=(Name="FortBlockingCapsule",CollisionEnabled=QueryOnly,bCanModify=True,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 ") +Profiles=(Name="FortTriggerDefault",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",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") +Profiles=(Name="FortTriggerOnlyWeapons",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",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.") +Profiles=(Name="FortTriggerOnlyPawns",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",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.") +Profiles=(Name="FortTriggerOnlyInteractions",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",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"),(Channel="FCC_Trace_MoveTool",Response=ECR_Overlap)),HelpMessage="Use for objects that should be interactible, but have no other collision.") +Profiles=(Name="FortTriggerOnlyAIPawns",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",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_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponWorldMulti",Response=ECR_Ignore)),HelpMessage="Use for objects that should overlap AI pawns, but have no other collision.") +Profiles=(Name="FortOverlapDynamicAndDestructible",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",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.") +Profiles=(Name="FortWeakSpot",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",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.") +Profiles=(Name="FortStaticMesh",CollisionEnabled=QueryOnly,bCanModify=True,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") +Profiles=(Name="FortBuildingMesh",CollisionEnabled=QueryOnly,bCanModify=True,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") +Profiles=(Name="FortBuildingMeshPhysics",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="",CustomResponses=((Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeakSpot",Response=ECR_Overlap),(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") +Profiles=(Name="FortDynamicMesh",CollisionEnabled=QueryOnly,bCanModify=True,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") +Profiles=(Name="FortDynamicMeshPhysics",CollisionEnabled=QueryAndPhysics,bCanModify=True,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") +Profiles=(Name="FortDynamicMeshIgnoreCamera",CollisionEnabled=QueryOnly,bCanModify=True,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") +Profiles=(Name="FortDynamicMeshOverlapPawn",CollisionEnabled=QueryOnly,bCanModify=True,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") +Profiles=(Name="FortProjectileHitAllPawns",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="FCC_Object_Projectile",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_Water",Response=ECR_Overlap)),HelpMessage="Projectile that stops when hitting any pawn or the world") +Profiles=(Name="FortProjectileHitPawnMesh",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="FCC_Object_ProjectileMesh",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_Water",Response=ECR_Overlap)),HelpMessage="Projectile that stops when hitting any pawn or the world") +Profiles=(Name="FortProjectileHitPlayersOnly",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="FCC_Object_ProjectileIgnoreAI",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="FCC_Object_Water",Response=ECR_Overlap)),HelpMessage="Projectile that stops when hitting player pawns or the world") +Profiles=(Name="FortProjectileHitPlayersAndWeapon",CollisionEnabled=QueryOnly,bCanModify=True,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),(Channel="FCC_Object_Water",Response=ECR_Overlap)),HelpMessage="Projectile that stops when hitting player pawns or the world") +Profiles=(Name="FortProjectileOverlapPawns",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="FCC_Object_Projectile",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Ignore),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileIgnoreAI",Response=ECR_Overlap),(Channel="FCC_Object_Water",Response=ECR_Overlap)),HelpMessage="Projectile that only stops when hitting the world") +Profiles=(Name="FortProjectileOverlapPawnsVehicles",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="FCC_Object_Projectile",CustomResponses=((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="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileIgnoreAI",Response=ECR_Overlap),(Channel="FCC_Object_Water",Response=ECR_Overlap)),HelpMessage="Projectile that only stops when hitting the world. Overlaps Pawns and Vehicles.") +Profiles=(Name="FortProjectileBall",CollisionEnabled=QueryOnly,bCanModify=True,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),(Channel="FCC_Object_Water",Response=ECR_Overlap)),HelpMessage="Ball Projectile that only stops when hitting the world") +Profiles=(Name="FortAIPawnCapsuleOverlapPawns",CollisionEnabled=QueryOnly,bCanModify=True,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") +Profiles=(Name="FortAIPawnEnemyCapsuleLowLOD",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="FCC_Object_PawnAI",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",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") +Profiles=(Name="FortAIPawnEnemyAthenaCapsuleLowLOD",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="FCC_Object_PawnAI",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle"),(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") +Profiles=(Name="FortAIPawnFriendlyCapsuleLowLOD",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",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") +Profiles=(Name="FortAIPawnCapsuleGhost",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="FCC_Object_PawnAI",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",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") +Profiles=(Name="FortWater",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="FCC_Object_Water",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="FCC_Object_Water",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"),(Channel="FCC_Trace_World",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileMesh"),(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.") +Profiles=(Name="FortSupplyDrop",CollisionEnabled=QueryOnly,bCanModify=True,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") +Profiles=(Name="FortSupplyDropGroundTrace",CollisionEnabled=QueryOnly,bCanModify=True,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") +Profiles=(Name="FortCameraOnly",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",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.") +Profiles=(Name="FortTrajectoryBlocksWater",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="FCC_Object_Projectile",CustomResponses=((Channel="WorldStatic"),(Channel="FCC_Trace_WaterVolume"),(Channel="WorldDynamic"),(Channel="FCC_Trace_WaterVolume"),(Channel="Pawn"),(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 weapon trajectory") +Profiles=(Name="FortPickup",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="WorldStatic"),(Channel="WorldDynamic"),(Channel="Pawn",Response=ECR_Overlap),(Channel="FCC_Object_Projectile",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") +Profiles=(Name="FortPickupTraceChannelOnly",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",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") +Profiles=(Name="FortCreativeGhost",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="FCC_Object_Water",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_Interaction"),(Channel="FCC_Trace_MoveTool")),HelpMessage="Use for objects that we want to have no collision, but we still want to trigger overlap events.") +Profiles=(Name="VehiclePenetrable",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Vehicle",CustomResponses=((Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_WeaponMulti",Response=ECR_Overlap),(Channel="FCC_Trace_Weapon",Response=ECR_Overlap),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Query_PawnCapsule"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Object_SpectatorDroneCamera"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti",Response=ECR_Overlap)),HelpMessage="Vehicle collision which overlaps but doesn\'t block weapons") +Profiles=(Name="SkytubeCollision",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",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_Overlap),(Channel="FCC_Object_Projectile",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileIgnoreAI",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileMesh",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponWorldMulti",Response=ECR_Ignore)),HelpMessage="Collision for skytube energy conduits") +Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="FCC_Object_Water",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",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_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponCapsule",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponMulti",Response=ECR_Overlap),(Channel="FCC_Trace_NonDestructible",Response=ECR_Ignore),(Channel="FCC_Trace_Weapon",Response=ECR_Overlap),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Trace_World",Response=ECR_Ignore),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_WaterVolume")),HelpMessage="Collision for water bodies") +Profiles=(Name="FortCreativePowerup",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",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"),(Channel="FCC_Trace_WeaponWorldMulti",Response=ECR_Ignore),(Channel="FCC_Trace_MoveTool")),HelpMessage="Use for creative powerups that still allow move tool interaction.") +Profiles=(Name="FortPawnCapsulePossessedProp",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Query_PawnCapsule"),(Channel="FCC_Trace_WeaponWorldMulti",Response=ECR_Ignore)),HelpMessage="Capsule of player pawns that have possessed a prop in Prop Hunt") +Profiles=(Name="FortPossessedProp",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeakSpot"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_NonDestructible"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Query_PawnCapsule"),(Channel="FCC_Trace_World"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Object_SpectatorDroneCamera"),(Channel="FCC_Trace_WaterVolume"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Trace_MoveTool")),HelpMessage="Actor that is possessed by prop possessor.") +Profiles=(Name="FortCreativeOnlyWeapons",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(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_WeaponMulti"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Trace_World"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_WeaponWorldMulti",Response=ECR_Ignore)),HelpMessage="Collide only against weapon traces and projectiles.") +Profiles=(Name="FortCreativeOnlyVolumeManager",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(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_WeaponWorldMulti",Response=ECR_Ignore)),HelpMessage="Collide only against Volume Manager sweep.") +Profiles=(Name="FortMeleeBlock",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="FCC_Trace_Interaction",Response=ECR_Ignore),(Channel="FCC_Trace_WeakSpot",Response=ECR_Ignore),(Channel="FCC_Trace_NonDestructible",Response=ECR_Ignore),(Channel="FCC_Trace_Weapon",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Query_PawnCapsule"),(Channel="WorldStatic",Response=ECR_Ignore),(Channel="FCC_Object_Water",Response=ECR_Ignore),(Channel="FCC_Trace_World",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponWorldMulti",Response=ECR_Ignore),(Channel="FCC_Trace_WaterVolume",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponPawnAndWorldMulti",Response=ECR_Ignore),(Channel="FCC_Trace_MoveTool",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Object_PawnAI",Response=ECR_Ignore),(Channel="FCC_Object_Projectile",Response=ECR_Ignore)),HelpMessage="Collision for a melee weapon block") +Profiles=(Name="FortPlayerHoldingArea",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="",CustomResponses=((Channel="Camera",Response=ECR_Ignore)),HelpMessage="Collision setting for the HoldingArea actor responsible for containing players within a certain space.") +Profiles=(Name="FortHoagieRotors",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="",CustomResponses=((Channel="FCC_Object_PawnAI"),(Channel="FCC_Query_PawnCapsule",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponPawnAndWorldMulti",Response=ECR_Overlap)),HelpMessage="Needs description") +Profiles=(Name="FortHeldObjectPhysics",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_WaterVolume",Response=ECR_Overlap)),HelpMessage="Used for held objects that are simulated.") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="FCC_Trace_Interaction") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="FCC_Trace_WeakSpot") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="FCC_Trace_WeaponCapsule") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="FCC_Object_PawnAI") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="FCC_Trace_WeaponMulti") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="FCC_Trace_NonDestructible") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="FCC_Trace_Weapon") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="FCC_Object_Projectile") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel9,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="FCC_Object_ProjectileIgnoreAI") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel10,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="FCC_Query_PawnCapsule") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel11,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="FCC_Trace_World") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel12,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="FCC_Object_ProjectileMesh") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel13,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="FCC_Object_SpectatorDroneCamera") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel14,DefaultResponse=ECR_Overlap,bTraceType=True,bStaticObject=False,Name="FCC_Trace_WeaponWorldMulti") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel15,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="FCC_Trace_WaterVolume") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel16,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="FCC_Trace_WeaponPawnAndWorldMulti") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel17,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="FCC_Trace_MoveTool") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel18,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="FCC_Object_Water") +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"),(Channel="FCC_Trace_WeaponMulti",Response=ECR_Ignore))) +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="FCC_Object_Water",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"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Object_SpectatorDroneCamera"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Trace_Weapon"),(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="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") [Character_LOD0] +Stats=STAT_AnimGameThreadTime +Stats=-STAT_BlueprintUpdateAnimation +Stats=-STAT_Montage_Advance +Stats=STAT_PerformAnimEvaluation_WorkerThread +Stats=-STAT_PoseDriver_Eval +Stats=-STAT_RigidBody_Eval +Stats=-STAT_AnimDynamicsUpdate +Stats=STAT_ClothTotalTime +Stats=FPhysXClothTask +Stats=STAT_FClothManager_PrepareCloth GameThread=0.25 MergedTaskGraphThreads=1.0 [Blueprint] +Stats=STAT_BlueprintTime +Stats=-STAT_BlueprintUpdateAnimation +Stats=-STAT_TimelineCompTick +Stats=STAT_MoveComponentTime +Stats=-STAT_UpdateChildTransforms +Stats=-STAT_PerformOverlapQuery +Stats=STAT_PostAnimEvaluation GameThread=0.15 [Pawns] +Stats=STAT_PlayerPawnsTicking +Stats=STAT_VehiclesAwake [PerfStats_Bryce] +Stats=STAT_MeshDrawCalls +Stats=STAT_Streaming03_StreamingPool +Stats=STAT_Streaming05_RequiredPool +Stats=STAT_Streaming07_HiddenMips GameThread=0.25 MergedTaskGraphThreads=1.0 [PerfStats_LD] +Stats=STAT_MeshDrawCalls [/Script/Engine.StaticMeshComponent] bCanEverAffectNavigation=False [/Script/Engine.SkinnedMeshComponent] VisibilityBasedAnimTickOption = EVisibilityBasedAnimTickOption::OnlyTickPoseWhenRendered [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) QualityOverrides[3]=(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) QualityOverrides[3]=(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) QualityOverrides[3]=(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) QualityOverrides[3]=(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) QualityOverrides[3]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) [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) QualityOverrides[3]=(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) QualityOverrides[3]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2) [EnumRemap] TEXTUREGROUP_Project01.DisplayName=Glider TEXTUREGROUP_Project02.DisplayName=GliderNormalMap TEXTUREGROUP_Project03.DisplayName=GliderSpecular TEXTUREGROUP_Project04.DisplayName=Spray Decal TEXTUREGROUP_Project05.DisplayName=Water TEXTUREGROUP_Project06.DisplayName=UI With MIPs TEXTUREGROUP_Project07.DisplayName=Pickaxe TEXTUREGROUP_Project08.DisplayName=PickaxeNormalMap TEXTUREGROUP_Project09.DisplayName=PickaxeSpecular TEXTUREGROUP_Project10.DisplayName=Wraps - HighQuality TEXTUREGROUP_Project11.DisplayName=RVTSourceMap TEXTUREGROUP_Project12.DisplayName=RVTSourceNormalMap TEXTUREGROUP_Project13.DisplayName=RVTSourceSpecularMap TEXTUREGROUP_Project14.DisplayName=RVTLandscapeMaterial TEXTUREGROUP_Project15.DisplayName=RVTLandscapeHeight [/Script/Engine.SkeletalMeshSimplificationSettings] r.SkeletalMeshReductionModule=SkeletalMeshReduction [/Script/Engine.ProxyLODMeshSimplificationSettings] r.ProxyLODMeshReductionModule=ProxyLODMeshReduction [/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=0.000000 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 VoiPSampleRate=Normal24000Hz MasterSubmixEffectPreset=/Game/Sounds/Effects/Fort_SubmixPreset_MasterComp_BR.Fort_SubmixPreset_MasterComp_BR MasterSubmix=/Game/Sounds/SubMixes/Fortnite_MasterSubMixBus.Fortnite_MasterSubMixBus ReverbSubmix=/Game/Sounds/SubMixes/Fortnite_MasterReverbSubmixDefault.Fortnite_MasterReverbSubmixDefault AmbisonicSubmix=/Game/Sounds/SubMixes/Fortnite_AmbisonicSubmixDefault.Fortnite_AmbisonicSubmixDefault EQSubmix=/Game/Sounds/SubMixes/Fortnite_MasterEQSubmixDefault.Fortnite_MasterEQSubmixDefault [/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.UsePreExposure=False 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.Streaming.UseAsyncRequestsForDDC=1 r.Streaming.AllowParallelStreamingRenderAssets=1 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 r.Mobile.ForceFullPrecisionInPS=1 OpenGL.UseEmulatedUBs=1 r.Mobile.AllowPixelDepthOffset=0 r.RayTracing=False r.SkinCache.CompileShaders=True r.RayTracing.PSOCacheSize=1 r.RayTracing.Geometry.InstancedStaticMeshes=0 r.RayTracing.Geometry.NiagaraRibbons=0 r.RayTracing.Geometry.NiagaraSprites=0 r.RayTracing.Geometry.StaticMeshes.WPO.Culling=1 r.RayTracing.Geometry.StaticMeshes.WPO.CullingRadius=5000.0 r.RayTracing.Culling=1 r.RayTracing.Shadows=1 r.RayTracing.Reflections=1 r.RayTracing.AmbientOcclusion=1 r.RayTracing.Skylight=0 r.RayTracing.GlobalIllumination=2 r.RayTracing.Translucency=0 r.RayTracing.Reflections.SortMaterials=1 r.RayTracing.Reflections.SamplesPerPixel=1 r.RayTracing.Reflections.MaxRoughness=0.35 r.RayTracing.Reflections.MaxBounces=1 r.RayTracing.Reflections.EmissiveAndIndirectLighting=1 r.RayTracing.Reflections.DirectLighting=1 r.RayTracing.Reflections.Shadows=1 r.RayTracing.Reflections.ReflectionCaptures=1 r.RayTracing.Reflections.ExperimentalDeferred=1 r.RayTracing.Reflections.ExperimentalDeferred.SmoothBias=0.5 r.RayTracing.GlobalIllumination.FinalGather.Distance=10 r.RayTracing.GlobalIllumination.Lights.DirectionalLight=1 r.RayTracing.GlobalIllumination.Lights.SkyLight=0 r.RayTracing.GlobalIllumination.Lights.PointLight=0 r.RayTracing.GlobalIllumination.Lights.SpotLight=0 r.RayTracing.GlobalIllumination.Lights.RectLight=0 r.RayTracing.GlobalIllumination.NextEventEstimationSamples=1 r.RayTracing.GlobalIllumination.SamplesPerPixel=2 r.RayTracing.GlobalIllumination.FinalGather.FilterWidth=3 r.DiffuseIndirect.Denoiser=2 r.RayTracing.Shadows.Lights.Directional=1 r.RayTracing.Shadows.Lights.Point=0 r.RayTracing.Shadows.Lights.Spot=0 r.RayTracing.Shadows.Lights.Rect=0 r.Water.SingleLayer.RTR=1 r.SupportSkyAtmosphereAffectsHeightFog=True r.VirtualTextures=True r.MeshStreaming=True bStreamSkeletalMeshLODs=(Default=False,PerPlatform=(("Switch", True),("PS4", True),("XboxOne", True),("Windows", True),("Android",True),("IOS",True))) bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=(("Switch", True),("PS4", True),("XboxOne", True),("Windows", True),("Android",True),("IOS",True))) VisualizeCalibrationColorMaterialPath=/Game/ArtTools/PostProcess/PPM_PostProcessCalibration.PPM_PostProcessCalibration [/Script/Slate.SlateSettings] bExplicitCanvasChildZOrder=True [/Script/Engine.VirtualTexturePoolConfig] +Pools=(SizeInMegabyte=88, MinTileSize=0, MaxTileSize=9999, Formats=(PF_DXT5, PF_BC5, PF_DXT1), bAllowSizeScale=1, ScalabilityGroup=0) +Pools=(SizeInMegabyte=88, MinTileSize=0, MaxTileSize=9999, Formats=(PF_DXT5, PF_BC5, PF_DXT5), bAllowSizeScale=1, ScalabilityGroup=0) +Pools=(SizeInMegabyte=8, MinTileSize=0, MaxTileSize=9999, Formats=(PF_G16), bAllowSizeScale=1, ScalabilityGroup=0) [Audio] DeferStartupPrecache=true UseAudioThread=true [DevOptions.Shaders] CookerMemoryUsedInGB = 96 MemoryToLeaveForTheOSInGB = 3 MemoryUsedPerSCWProcessInGB = 0.4 MinSCWsToSpawnBeforeWarning = 7 [/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) [/Script/UnrealEd.CookerSettings] bCompileBlueprintsInDevelopmentMode=False bIgnoreIniSettingsOutOfDateForIteration=True bIgnoreScriptPackagesOutOfDateForIteration=False +ModulesExcludedOnDedicatedServer=FortniteUI DefaultASTCQualityBySize=2 DefaultASTCQualityBySpeed=2 bIterativeCookingForLaunchOn=True bIterativeCookingForFileCookContent=True [/Script/WindowsTargetPlatform.WindowsTargetSettings] bForceLegacyStreamChunking=True bUseAudioStreamCaching=True MaxChunkSizeOverrideKB=64 CacheSizeKB=102400 AudioCallbackBufferFrameSize=256 AudioNumBuffersToEnqueue=7 SpatializationPlugin=Resonance Audio ReverbPlugin=Resonance Audio -TargetedRHIs=PCD3D_SM4 [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,MaxNumStreamedLODs=0,bSupportLODStreaming=0,LODPercentTriangles=50,PixelError=30,SilhouetteImportance=5,Name=LOCTEXT("DefaultLOD","Default")) [/Script/Engine.AnimationSettings] DefaultCompressionAlgorithm=Class'/Script/Engine.AnimCompress_PerTrackCompression' bTickAnimationOnSkeletalMeshInit=False [/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)) [/Script/UnrealEd.ChunkDependencyInfo] +DependencyArray=(ChunkID=10,ParentChunkID=1) +DependencyArray=(ChunkID=11,ParentChunkID=10) +DependencyArray=(ChunkID=12,ParentChunkID=11) +DependencyArray=(ChunkID=13,ParentChunkID=10) +DependencyArray=(ChunkID=2,ParentChunkID=10) +DependencyArray=(ChunkID=3,ParentChunkID=10) +DependencyArray=(ChunkID=4,ParentChunkID=10) +DependencyArray=(ChunkID=5,ParentChunkID=10) +DependencyArray=(ChunkID=6,ParentChunkID=10) +DependencyArray=(ChunkID=7,ParentChunkID=10) +DependencyArray=(ChunkID=8,ParentChunkID=10) +DependencyArray=(ChunkID=9,ParentChunkID=10) +DependencyArray=(ChunkID=1000,ParentChunkID=1) +DependencyArray=(ChunkID=1001,ParentChunkID=1) +DependencyArray=(ChunkID=1002,ParentChunkID=1) +DependencyArray=(ChunkID=1003,ParentChunkID=1) +DependencyArray=(ChunkID=1004,ParentChunkID=1) +DependencyArray=(ChunkID=1005,ParentChunkID=1) +DependencyArray=(ChunkID=1006,ParentChunkID=1) +DependencyArray=(ChunkID=1007,ParentChunkID=1) +DependencyArray=(ChunkID=1008,ParentChunkID=1) +DependencyArray=(ChunkID=1009,ParentChunkID=1) [/Script/UnrealEd.CookerSettings] cook.AllowCookedDataInEditorBuilds=True s.AllowUnversionedContentInEditor=1