mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
736 lines
72 KiB
INI
736 lines
72 KiB
INI
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[/Script/HardwareTargeting.HardwareTargetingSettings]
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TargetedHardwareClass=Desktop
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AppliedTargetedHardwareClass=Desktop
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DefaultGraphicsPerformance=Maximum
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AppliedDefaultGraphicsPerformance=Maximum
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[/Script/EngineSettings.GameMapsSettings]
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EditorStartupMap=/Game/Athena/Athena_Terrain.Athena_Terrain
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GameDefaultMap=/Game/Athena/Athena_Terrain.Athena_Terrain
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[/Script/Engine.Engine]
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+ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/FortniteGame")
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+ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/FortniteGame")
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+ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="FortniteGameGameModeBase")
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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bUseAudioStreamCaching=True
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX11
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[SystemSettings]
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t.FPSChart.DoCsvProfile=1
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Fort.SimulateClientPreloadingBehaviorInEditorBuilds=1
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Fort.ItemWrapOverride.DelayWhenMeshIsntReady=1
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Fort.ItemWrapOverride.MaxDelaysWhenMeshIsntReady=3
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tick.LightweightTimeguardThresholdMS=30
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csv.Shipping.ContinuousWrites=1
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csv.ContinuousWrites=1
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r.AllowStaticLighting=False
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r.Shadow.CacheWPOPrimitives=1
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r.Shadow.TransitionScale=1000
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r.Shadow.PerObjectDirectionalDepthBias=10
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r.Shadow.PerObjectDirectionalSlopeDepthBias=8
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r.Shadow.TexelsPerPixel=4
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r.Shadow.PerObjectCastDistanceMin = 4500.0
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r.ContactShadows.NonShadowCastingIntensity = 0.4
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r.CapsuleIndirectShadowMinVisibility=.5
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r.CapsuleIndirectConeAngle=.2
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r.AOSpecularOcclusionMode=0
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r.SupportSimpleForwardShading=1
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p.BatchPhysXTasksSize=8
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r.DoLazyStaticMeshUpdate=0
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FX.BatchAsync=1
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FX.BatchAsyncBatchSize=32
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grass.TickInterval=10
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r.Mobile.TonemapperFilm=1
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r.DistanceFields.ForceMaxAtlasSize=1
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r.DistanceFields.AtlasSizeZ=1024
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Compat.MAX_GPUSKIN_BONES=75
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r.setres=1280x720
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r.MinYResolutionFor3DView=270
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r.Mac.OpenGLDisabled=1
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rhi.Metal.AllowStencils=0
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rhi.Metal.RuntimeDebugLevel=0
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Slate.MaxFontAtlasPagesBeforeFlush=6
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net.ProcessQueuedBunchesMillisecondLimit=0
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net.NetServerMoveTimestampExpiredWarningThreshold=5
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InGamePerformanceTracking.Enabled=1
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InGamePerformanceTracking.HistorySize=240
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t.FPSChart.InterestingFramerates=30,60
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p.DisableQueryOnlyActors=1
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p.UseAsyncResults=1
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D3D12.EnablePSOCache=0
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r.D3D12.DXR.MinimumWindowsBuildVersion=18362
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r.D3D12.DXR.MinimumDriverVersionNVIDIA=45000
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r.StencilForLODDither=1
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r.HLOD.ForceDisableCastDynamicShadow=1
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r.gpucrash.collectionenable=1
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r.gpucrash.datadepth=5
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EnsureOnNaNFail=1
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demo.WithLevelStreamingFixes=1
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demo.WithDeltaCheckpoints=0
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net.DisableRemapScriptActors=1
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demo.ReplayStreamerAutoDemoPrefix="UnsavedReplay-"
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demo.ReplayStreamerAutoDemoUseDateTimePostfix=1
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net.DoPacketOrderCorrection=1
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net.OodleMinSizeForCompression=19
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net.MagicHeader=1110
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RecordingBufferLength=30
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r.ProgramBinaryCache.RestartAndroidAfterPrecompile=0
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net.MaxConstructedPartialBunchSizeBytes=131072
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r.MeshDrawCommands.AllowOnDemandShaderCreation=0
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r.XGEShaderCompile = 0
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[Core.Log]
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LogAudio=Error
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LogHttp=warning
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LogXmpp=warning
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LogBeacon=verbose
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LogQos=verbose
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LogOnline=log
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LogOnlineCloud=verbose
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LogOnlineGame=verbose
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LogOnlineParty=verbose
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LogOnlinePresence=log
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LogParty=verbose
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LogOnlineChat=log
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LogGarbage=log
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LogTemp=warning
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LogSourceControl=Warning
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LogLootTables=Warning
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LogMatchmakingServiceClient=verbose
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LogMatchmakingServiceDedicatedServer=verbose
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LogUAC=Log
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LogBattlEye=Log
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LogEasyAntiCheatServer=Log
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LogEasyAntiCheatClient=Log
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LogFortAnalytics=Log
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LogVoiceEngine=Error
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LogEpicCMS=Log
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LogNetPlayerMovement=Warning
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LogDerivedDataCache=Log
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LogStreamableManager=Error
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LogOnlineDataAssetDirectory=Log
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[LogFiles]
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MaxLogFilesOnDisk=300
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[Core.System]
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ZeroEngineVersionWarning=False
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LoadingScreenHangDurationMultiplier=3.0
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GameThreadHeartBeatStartSuspended=True
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AssetLogShowsDiskPath=False
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AssetLogShowsAbsolutePath=False
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LegacyBulkDataOffsets=True
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[/Script/Engine.GarbageCollectionSettings]
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gc.MaxObjectsNotConsideredByGC=1
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gc.SizeOfPermanentObjectPool=15728640
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gc.FlushStreamingOnGC=False
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gc.CreateGCClusters=True
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gc.ActorClusteringEnabled=True
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gc.BlueprintClusteringEnabled=False
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gc.AssetClustreringEnabled=False
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gc.UseDisregardForGCOnDedicatedServers=True
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[/Script/Engine.StreamingSettings]
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s.WarnIfTimeLimitExceeded=False
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s.PriorityAsyncLoadingExtraTime=40.0
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s.PriorityLevelStreamingActorsUpdateExtraTime=10.0
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s.EventDrivenLoaderEnabled=true
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s.ProcessPrestreamingRequests=True
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s.ForceGCAfterLevelStreamedOut=0
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s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
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s.AllowLevelRequestsWhileAsyncLoadingInMatch=1
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s.MaxLevelRequestsAtOnceWhileInMatch=2
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s.AsyncLoadingThreadEnabled=True
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s.AsyncPostLoadEnabled=True
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[BuildConfiguration]
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bAllowHotReloadFromIDE=false
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[AssetRegistry]
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bSerializeDependencies=false
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bUseAssetRegistryTagsWhitelistInsteadOfBlacklist=true
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bFilterAssetDataWithNoTags=true
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bFilterDependenciesWithNoTags=true
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+CookedTagsWhitelist=(Class=CustomCharacterPart,Tag=CharacterPartType)
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+CookedTagsWhitelist=(Class=CustomCharacterPart,Tag=SkeletalMesh)
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+CookedTagsWhitelist=(Class=CustomCharacterPart,Tag=GenderPermitted)
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+CookedTagsWhitelist=(Class=CustomCharacterPart,Tag=BodyTypesPermitted)
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+CookedTagsWhitelist=(Class=FortItemDefinition,Tag=DisplayName)
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+CookedTagsWhitelist=(Class=FortItemDefinition,Tag=ItemType)
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+CookedTagsWhitelist=(Class=FortItemDefinition,Tag=bNeverPersisted)
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+CookedTagsWhitelist=(Class=FortEmoteItemDefinition,Tag=CommandName)
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# +CookedTagsWhitelist=(Class=FortSchematicItemDefinition,Tag=CraftingRecipe)
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# +CookedTagsWhitelist=(Class=FortMissionInfo,Tag=MissionTags)
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# +CookedTagsWhitelist=(Class=Blueprint,Tag=BuildingType)
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# +CookedTagsWhitelist=(Class=Blueprint,Tag=bIsPlayerBuildable)
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# +CookedTagsWhitelist=(Class=Blueprint,Tag=CurrentBuildingLevel)
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# +CookedTagsWhitelist=(Class=Blueprint,Tag=ActionEnvironment)
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# +CookedTagsWhitelist=(Class=World,Tag=FoundationMeta)
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# +CookedTagsWhitelist=(Class=Blueprint,Tag=DescriptorTag)
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+CookedTagsAsFName=ItemType
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+CookedTagsAsFName=BuildingType
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+CookedTagsAsFName=CharacterPartType
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+CookedTagsAsFName=BodyTypesPermitted
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+CookedTagsAsFName=GenderPermitted
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+CookedTagsAsPathName=GameplayCueName
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+CookedTagsAsPathName=SkeletalMesh
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[/Script/Engine.PhysicsSettings]
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DefaultGravityZ=-2800.000000
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DefaultTerminalVelocity=4000.000000
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DefaultFluidFriction=0.300000
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SimulateScratchMemorySize=262144
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RagdollAggregateThreshold=4
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TriangleMeshTriangleMinAreaThreshold=5.000000
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bEnableShapeSharing=False
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bEnablePCM=False
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bEnableStabilization=False
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bWarnMissingLocks=True
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bEnable2DPhysics=False
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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)
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LockedAxis=Invalid
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DefaultDegreesOfFreedom=Full3D
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BounceThresholdVelocity=200.000000
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FrictionCombineMode=Average
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RestitutionCombineMode=Average
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MaxAngularVelocity=3600.000000
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MaxDepenetrationVelocity=0.000000
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ContactOffsetMultiplier=0.010000
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MinContactOffset=0.000100
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MaxContactOffset=1.000000
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bSimulateSkeletalMeshOnDedicatedServer=False
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DefaultShapeComplexity=CTF_UseSimpleAndComplex
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bDefaultHasComplexCollision=True
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bSuppressFaceRemapTable=True
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bSupportUVFromHitResults=False
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bDisableActiveActors=False
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bDisableKinematicStaticPairs=False
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bDisableKinematicKinematicPairs=False
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bDisableCCD=False
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bEnableEnhancedDeterminism=False
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AnimPhysicsMinDeltaTime=0.000100
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bSimulateAnimPhysicsAfterReset=True
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MaxPhysicsDeltaTime=0.05
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bSubstepping=False
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bSubsteppingAsync=False
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MaxSubstepDeltaTime=0.05
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MaxSubsteps=3
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SyncSceneSmoothingFactor=0.000000
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InitialAverageFrameRate=0.016667
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PhysXTreeRebuildRate=100
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[/Script/Engine.CollisionProfile]
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+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
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+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. ")
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+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. ")
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+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.")
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+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. ")
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+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.")
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+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.")
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+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. ")
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+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. ")
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+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.")
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+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. ")
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+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. ")
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+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
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+Profiles=(Name="Destructible",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
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+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
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+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
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+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.")
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+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.")
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+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.")
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+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")
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+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")
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+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")
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+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 ")
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+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")
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+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.")
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+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.")
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+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.")
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+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.")
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+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.")
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+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.")
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+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")
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+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")
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+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")
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+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")
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+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")
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+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")
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+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")
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+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")
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+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")
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+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")
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+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")
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+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")
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+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.")
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+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")
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+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")
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+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")
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+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")
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+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")
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+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")
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+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.")
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+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")
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+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")
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+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.")
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+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")
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+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")
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+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")
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+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.")
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+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")
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+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")
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+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")
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+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.")
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+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")
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+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.")
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+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.")
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+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.")
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+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
|
|
|