Files
FNGameProj/Config/DefaultEngine.ini
T
2024-01-21 00:41:14 +01:00

2186 lines
150 KiB
INI

[/Script/EngineSettings.GameMapsSettings]
GameInstanceClass=/Script/FortniteGame.FortGameInstance
GameDefaultMap=/Game/Maps/Frontend
ServerDefaultMap=/Game/Maps/FortniteEmptyDedicated
GlobalDefaultGameMode=/Script/FortniteGame.FortGameModeZone
GlobalDefaultServerGameMode=/Script/FortniteGame.FortGameModeEmptyDedicated
TransitionMap=/Game/Maps/FortniteTransition
LocalMapOptions=
EditorStartupMap=
-SubLevelClassesToStrip=(ClassToStrip=/Script/Engine.WorldSettings,StripMode=ExactClass)
+SubLevelClassesToStrip=(ClassToStrip=/Script/FortniteGame.FortWorldSettings,StripMode=ExactClass)
[BuildConfiguration]
bAllowHotReloadFromIDE=false
[CrashContextProperties]
CrashReportClientRichText=NSLOCTEXT("FortGlobals", "FortniteCrashReportClientText", "We are very sorry that this crash occurred. Our goal is to prevent crashes like this from occurring in the future. Please help us track down and fix this crash by providing detailed information about what you were doing so that we may reproduce the crash and fix it quickly. You can also get help at <a id=\"browser\" href=\"http://fortnitehelp.epicgames.com\" style=\"Hyperlink\">Fortnite Help</>.\n\nThanks for your help in improving Fortnite.")
; Assumes headless Linux client
[/Script/LinuxTargetPlatform.LinuxTargetSettings]
!TargetedRHIs=ClearArray
+TargetedRHIs=SF_VULKAN_SM5
[Core.Log]
LogHttp=warning
LogXmpp=warning
LogBeacon=verbose
LogQos=verbose
LogOnline=log
LogOnlineCloud=verbose
LogOnlineGame=verbose
LogOnlineParty=verbose
LogParty=verbose
LogOnlineChat=log
LogGarbage=log
LogTemp=warning
LogSourceControl=Warning
LogLootTables=Warning
LogMatchmakingServiceClient=verbose
LogMatchmakingServiceDedicatedServer=verbose
LogUAC=Log
LogBattlEye=Log
LogEasyAntiCheatServer=Log
LogEasyAntiCheatClient=Log
; LogFortAnalytics prints Core.ServerPerformance once in a while, but shouldn't be spammy otherwise
LogFortAnalytics=Log
LogVoiceEngine=Error
[LogFiles]
MaxLogFilesOnDisk=300
[Core.System]
ZeroEngineVersionWarning=False
LoadingScreenHangDurationMultiplier=3.0
[/Script/Engine.GarbageCollectionSettings]
gc.MaxObjectsNotConsideredByGC=1
gc.SizeOfPermanentObjectPool=17825792
gc.FlushStreamingOnGC=False
gc.ActorClusteringEnabled=True
gc.BlueprintClusteringEnabled=True
gc.UseDisregardForGCOnDedicatedServers=True
[/Script/Engine.StreamingSettings]
s.WarnIfTimeLimitExceeded=False
s.PriorityAsyncLoadingExtraTime=40.0
s.PriorityLevelStreamingActorsUpdateExtraTime=10.0
s.EventDrivenLoaderEnabled=true
s.ProcessPrestreamingRequests=True
s.ForceGCAfterLevelStreamedOut=0
s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
s.AllowLevelRequestsWhileAsyncLoadingInMatch=1
s.MaxLevelRequestsAtOnceWhileInMatch=2
s.AsyncLoadingThreadEnabled=True
s.AsyncPostLoadEnabled=True
[HTTP]
HttpTimeout=30
[Internationalization]
+LocalizationPaths=%GAMEDIR%Content/Localization/EngineOverrides
[DeviceProfileManager]
-DeviceProfileSelectionModule=ExampleDeviceProfileSelector
[CoreRedirects]
; Added during 7.0 development, can probably be removed before ship
+ClassRedirects=(OldName="AthenaWeaponCosmeticItemDefinition", NewName="AthenaItemWrapDefinition")
+EnumRedirects=(OldName="EFortBangType",ValueChanges=(("CosmeticWeapon","CosmeticItemWrap")))
; End of 7.0 development stuff
+ClassRedirects=(OldName="AthenaMusicOverrideItemDefinition", NewName="AthenaMusicPackItemDefinition")
+EnumRedirects=(OldName="EFortBangType",ValueChanges=(("CosmeticMusicOverride","CosmeticMusicPack")))
+PropertyRedirects=(OldName="FortItemDefinition.Tooltip", NewName="FortItemDefinition.TooltipClass")
+PropertyRedirects=(OldName="FortExpeditionItemDefinition.MaxTargetPowerRating", NewName="FortItemDefinition.BaseTargetPowerRating")
+FunctionRedirects=(OldName="FortUIBlueprintFunctionLibrary.GetSmallItemDefinitionPreviewImageBrush", NewName="FortUIBlueprintFunctionLibrary.GetItemDefinitionSmallPreviewImageBrush")
+FunctionRedirects=(OldName="FortUIBlueprintFunctionLibrary.GetSmallItemPreviewImageBrush", NewName="FortUIBlueprintFunctionLibrary.GetItemSmallPreviewImageBrush")
+ClassRedirects=(OldName="FortEnemyTargetedWidget", NewName="FortHUDTargetUnderReticleWidget")
+ClassRedirects=(OldName="FortPlayerAnimGraphInstance", NewName="FortPlayerAnimInstance")
+FunctionRedirects=(OldName="FortUIBlueprintFunctionLibrary.GetSmallItemPreviewImageBrush", NewName="FortUIBlueprintFunctionLibrary.GetItemSmallPreviewImageBrush")
+FunctionRedirects=(OldName="FortItemPickerBase.CommitSelectedItem", NewName="FortItemPickerBase.TryCommitSelectedItem")
+EnumRedirects=(OldName="/Script/FortniteUI.EFortSupportBonusType", NewName="/Script/FortniteGame.EFortSupportBonusType")
+PropertyRedirects=(OldName="Widget.Opacity", NewName="Widget.RenderOpacity")
+FunctionRedirects=(OldName="Widget.GetOpacity", NewName="Widget.GetRenderOpacity")
+FunctionRedirects=(OldName="Widget.SetOpacity", NewName="Widget.SetRenderOpacity")
+FunctionRedirects=(OldName="AthenaHUDBase.TeamMembersChanged", NewName="AthenaHUDBase.SquadMembersChanged")
+PropertyRedirects=(OldName="FortDirectAcquisitionWidgetBase.OfferData",NewName="FortDirectAcquisitionWidgetBase.AcquisitionOfferData")
+PropertyRedirects=(OldName="FortQueryTwoPointSolver.OnCustomRotationMode.PointA",NewName="InPointA")
+PropertyRedirects=(OldName="FortMission.BlueprintCustomHandleMissionEvent.MissionGuid",NewName="InMissionGuid")
+ClassRedirects=(OldName="FortCrackEffect", NewName="BuildingWeakSpot")
+PropertyRedirects=(OldName="FortGameData.CrackEffectBlueprintClass",NewName="WeakSpotBlueprintClass")
+ClassRedirects=(OldName="FortHeroLeaderPerkDefinition", NewName="FortHeroTeamLeadPerkDefinition")
+PropertyRedirects=(OldName="FortHeroTeamLeadPerkDefinition.LeaderPerkConditions",NewName="TeamLeadPerkConditions")
+PropertyRedirects=(OldName="FortCampaignHeroLoadoutItemDefinition.LeaderSlotQuery",NewName="TeamLeadSlotQuery")
+PropertyRedirects=(OldName="FortCampaignHeroLoadoutItemDefinition.FollowerSlotQuery",NewName="SupportHeroSlotQuery")
+FunctionRedirects=(OldName="FortCampaignHeroLoadoutItem.GetFollowerHeroes", NewName="FortCampaignHeroLoadoutItem.GetSupportHeroes")
+FunctionRedirects=(OldName="FortHeroGameplayDefinition.GetAbilityKitForHeroCrewLeaderPerk", NewName="FortHeroGameplayDefinition.GetAbilityKitForTeamLeadPerk")
+FunctionRedirects=(OldName="FortHeroGameplayDefinition.GetAbilityKitForHeroCommanderPerk", NewName="FortHeroGameplayDefinition.GetAbilityKitForCommanderPerk")
+ClassRedirects=(OldName="AthenaInGameModifierItemDefinition", NewName="AthenaGadgetItemDefinition")
+ClassRedirects=(OldName="AthenaJetpackFuelGauge", NewName="AthenaGadgetFuelWidget")
+FunctionRedirects=(OldName="FortPlayerPawnAthena.ActivateMeleeCombatSlow", NewName="FortPlayerPawnAthena.MeleeCombatActivated")
+ClassRedirects=(OldName="FortAthenaMutator_ItemDropOverride", NewName="FortAthenaMutator_InventoryOverride")
+PropertyRedirects=(OldName="FortExpeditionSummaryWidget.LandVehicles",NewName="LandVehiclesTotal")
+PropertyRedirects=(OldName="FortExpeditionSummaryWidget.SeaVehicles",NewName="SeaVehiclesTotal")
+PropertyRedirects=(OldName="FortExpeditionSummaryWidget.AirVehicles",NewName="AirVehiclesTotal")
+PropertyRedirects=(OldName="FortRemoteControlledPawnAthena.RemoteControlledPawnCameraClass",NewName="RemoteControlledPawnDefaultCameraClass")
+ClassRedirects=(OldName="FortToyActorBase", NewName="FortToyPreviewActor")
+ClassRedirects=(OldName="AnimNotify_PlayFeedbackLine_C",NewName="/Script/FortniteGame.FortAnimNotify_PlayFeedbackLine",OverrideClassName="/Script/CoreUObject.Class")
; ListView refactors
+ClassRedirects=(OldName="/Script/CommonUI.CommonListItem", NewName="/Script/UMG.UserListEntry")
+ClassRedirects=(OldName="/Script/UMG.UserTableRow", NewName="/Script/UMG.UserListEntry")
+ClassRedirects=(OldName="/Script/CommonUI.CommonObjectListItem", NewName="/Script/UMG.UserObjectListEntry")
+ClassRedirects=(OldName="/Script/UMG.UserObjectTableRow", NewName="/Script/UMG.UserObjectListEntry")
+ClassRedirects=(OldName="/Script/UMG.NativeUserTableRow", NewName="/Script/UMG.NativeUserListEntry")
+FunctionRedirects=(OldName="UserListEntry.SetSelected", NewName="BP_OnItemSelectionChanged")
+PropertyRedirects=(OldName="UserListEntry.BP_OnItemSelectionChanged.bSelected", NewName="bIsSelected")
+FunctionRedirects=(OldName="UserListEntry.SetExpanded", NewName="BP_OnItemExpansionChanged")
+FunctionRedirects=(OldName="UserListEntry.BP_OnRowReleased", NewName="BP_OnEntryReleased")
+FunctionRedirects=(OldName="UserListEntry.SetIndexInList", Removed=True)
+FunctionRedirects=(OldName="UserListEntry.ToggleExpansion", Removed=True)
+FunctionRedirects=(OldName="UserListEntry.GetIndentLevel", Removed=True)
+FunctionRedirects=(OldName="UserListEntry.DoesItemHaveChildren", Removed=True)
+FunctionRedirects=(OldName="UserListEntry.Private_OnExpanderArrowShiftClicked", Removed=True)
+FunctionRedirects=(OldName="UserListEntry.RegisterOnClicked", Removed=True)
+FunctionRedirects=(OldName="UserObjectListEntry.Reset", NewName="BP_OnEntryReleased")
+FunctionRedirects=(OldName="UserObjectListEntry.GetData", NewName="GetListItemObject")
+FunctionRedirects=(OldName="UserObjectListEntry.SetData", NewName="OnListItemObjectSet")
+PropertyRedirects=(OldName="UserObjectListEntry.OnListItemObjectSet.InData",NewName="ListItemObject")
+FunctionRedirects=(OldName="CommonButton.OnClicked", NewName="BP_OnClicked")
+FunctionRedirects=(OldName="CommonButton.OnDoubleClicked", NewName="BP_OnDoubleClicked")
+FunctionRedirects=(OldName="CommonButton.OnHovered", NewName="BP_OnHovered")
+FunctionRedirects=(OldName="CommonButton.OnUnhovered", NewName="BP_OnUnhovered")
+FunctionRedirects=(OldName="CommonButton.OnEnabled", NewName="BP_OnEnabled")
+FunctionRedirects=(OldName="CommonButton.OnDisabled", NewName="BP_OnDisabled")
+FunctionRedirects=(OldName="CommonButton.OnSelected", NewName="BP_OnSelected")
+FunctionRedirects=(OldName="CommonButton.OnDeselected", NewName="BP_OnDeselected")
+FunctionRedirects=(OldName="CommonListView.GetSelectedItem", NewName="BP_GetSelectedItem")
+FunctionRedirects=(OldName="CommonListView.ScrollIntoView", NewName="ScrollItemIntoView")
+FunctionRedirects=(OldName="CommonListView.SetDataProvider", NewName="BP_SetListItems")
+FunctionRedirects=(OldName="CommonListView.SetListItemsSource", NewName="BP_SetListItems")
+PropertyRedirects=(OldName="ListView.BP_SetListItems.InDataProvider", NewName="InListItems")
+PropertyRedirects=(OldName="ListView.BP_SetListItems.ListItems", NewName="InListItems")
+FunctionRedirects=(OldName="CommonListView.Clear", NewName="ClearListItems")
+FunctionRedirects=(OldName="CommonListView.SetItemHeight", NewName="TileView.SetEntryHeight")
+FunctionRedirects=(OldName="TableViewBase.RegenerateAllRows", NewName="RegenerateAllEntries")
+PropertyRedirects=(OldName="TreeView.SetItemExpansion.InShouldExpandItem",NewName="bExpandItem")
+PropertyRedirects=(OldName="CommonTileView.ItemAlignment",NewName="TileAlignment")
+FunctionRedirects=(OldName="CommonTileView.SetItemWidth", NewName="SetEntryWidth")
+PropertyRedirects=(OldName="CommonListView.OnItemClicked", NewName="BP_OnItemClicked")
+PropertyRedirects=(OldName="CommonListView.OnItemDoubleClicked", NewName="BP_OnItemDoubleClicked")
+PropertyRedirects=(OldName="CommonListView.OnItemSelected", NewName="BP_OnItemSelectionChanged")
+PropertyRedirects=(OldName="CommonListView.OnItemHovered", NewName="BP_OnItemIsHoveredChanged")
+PropertyRedirects=(OldName="CommonListView.OnItemWidgetCreated", NewName="BP_OnEntryGenerated")
+PropertyRedirects=(OldName="CommonListView.OnItemWidgetDestroyed", NewName="BP_OnEntryReleased")
+PropertyRedirects=(OldName="CommonListView.OnItemScrolledIntoView", NewName="BP_OnItemScrolledIntoView")
+PropertyRedirects=(OldName="CommonListView.ListItemClass", NewName="EntryWidgetClass")
+PropertyRedirects=(OldName="CommonListView.RowWidgetClass", NewName="EntryWidgetClass")
+PropertyRedirects=(OldName="CommonTileView.OnItemClicked", NewName="BP_OnItemClicked")
+PropertyRedirects=(OldName="CommonTileView.OnItemDoubleClicked", NewName="BP_OnItemDoubleClicked")
+PropertyRedirects=(OldName="CommonTileView.OnItemSelected", NewName="BP_OnItemSelectionChanged")
+PropertyRedirects=(OldName="CommonTileView.OnItemHovered", NewName="BP_OnItemIsHoveredChanged")
+PropertyRedirects=(OldName="CommonTileView.OnItemWidgetCreated", NewName="BP_OnEntryGenerated")
+PropertyRedirects=(OldName="CommonTileView.OnItemWidgetDestroyed", NewName="BP_OnEntryReleased")
+PropertyRedirects=(OldName="CommonTileView.OnItemScrolledIntoView", NewName="BP_OnItemScrolledIntoView")
+PropertyRedirects=(OldName="CommonTileView.ListItemClass", NewName="EntryWidgetClass")
+PropertyRedirects=(OldName="CommonTileView.RowWidgetClass", NewName="EntryWidgetClass")
+PropertyRedirects=(OldName="CommonTileView.ItemHeight", NewName="EntryHeight")
+PropertyRedirects=(OldName="CommonTileView.ItemWidth", NewName="EntryWidth")
+PropertyRedirects=(OldName="CommonTreeView.OnItemClicked", NewName="BP_OnItemClicked")
+PropertyRedirects=(OldName="CommonTreeView.OnItemDoubleClicked", NewName="BP_OnItemDoubleClicked")
+PropertyRedirects=(OldName="CommonTreeView.OnItemSelected", NewName="BP_OnItemSelectionChanged")
+PropertyRedirects=(OldName="CommonTreeView.OnItemHovered", NewName="BP_OnItemIsHoveredChanged")
+PropertyRedirects=(OldName="CommonTreeView.OnItemWidgetCreated", NewName="BP_OnEntryGenerated")
+PropertyRedirects=(OldName="CommonTreeView.OnItemWidgetDestroyed", NewName="BP_OnEntryReleased")
+PropertyRedirects=(OldName="CommonTreeView.OnItemScrolledIntoView", NewName="BP_OnItemScrolledIntoView")
+PropertyRedirects=(OldName="CommonTreeView.ListItemClass", NewName="EntryWidgetClass")
+PropertyRedirects=(OldName="CommonTreeView.RowWidgetClass", NewName="EntryWidgetClass")
+PropertyRedirects=(OldName="CommonTreeView.OnGetChildrenForCategory", NewName="BP_OnGetItemChildren")
+FunctionRedirects=(OldName="ListView.SetSelectedItem", NewName="BP_SetSelectedItem")
+FunctionRedirects=(OldName="ListView.SetItemSelection", NewName="BP_SetItemSelection")
+FunctionRedirects=(OldName="ListView.ClearSelection", NewName="BP_ClearSelection")
+FunctionRedirects=(OldName="ListView.GetNumItemsSelected", NewName="BP_GetNumItemsSelected")
+FunctionRedirects=(OldName="ListView.GetSelectedItems", NewName="BP_GetSelectedItems")
+FunctionRedirects=(OldName="ListView.IsItemVisible", NewName="BP_IsItemVisible")
+FunctionRedirects=(OldName="ListView.NavigateToItem", NewName="BP_NavigateToItem")
+FunctionRedirects=(OldName="ListView.ScrollItemIntoView", NewName="BP_ScrollItemIntoView")
+FunctionRedirects=(OldName="ListView.CancelScrollIntoView", NewName="BP_CancelScrollIntoView")
+ClassRedirects=(OldName="/Script/CommonUI.CommonDynamicEntryBox", NewName="/Script/UMG.DynamicEntryBox")
+PropertyRedirects=(OldName="CommonDynamicEntryBox.BoxType", NewName="EntryBoxType")
+PropertyRedirects=(OldName="CommonDynamicEntryBox.EntrySize", NewName="EntrySizeRule")
+EnumRedirects=(OldName="EDynamicBoxType", NewName="/Script/UMG.EDynamicBoxType")
+EnumRedirects=(OldName="EItemAlignment", NewName="/Script/Slate.EListItemAlignment")
+ClassRedirects=(OldName="NavigationSystemConfig",NewName="/Script/NavigationSystem.NavigationSystemModuleConfig",InstanceOnly="true")
+ClassRedirects=(OldName="AthenaPlayspace",NewName="FortPlayspace")
+ClassRedirects=(OldName="AthenaPlayspaceConsole",NewName="FortPlayspaceConsole")
+ClassRedirects=(OldName="AthenaCreativePlot",NewName="FortCreativePlot")
+ClassRedirects=(OldName="AthenaCreativePlotManager",NewName="FortCreativePlotManager")
+ClassRedirects=(OldName="AthenaPlaysetItemDefinition",NewName="FortPlaysetItemDefinition")
+ClassRedirects=(OldName="AthenaPlaysetStreamingData",NewName="FortPlaysetStreamingData")
+ClassRedirects=(OldName="AthenaPlaysetGrenadeInputComponent",NewName="FortPlaysetGrenadeInputComponent")
+ClassRedirects=(OldName="AthenaObjectMoverInputComponent",NewName="FortObjectMoverInputComponent")
+ClassRedirects=(OldName="AthenaItemEntryWidget",NewName="FortItemEntryWidget")
+ClassRedirects=(OldName="AthenaCreativeCollectionManager",NewName="FortCustomSpawnCollectionManager")
+ClassRedirects=(OldName="AthenaCreativeBuildingContainer",NewName="BuildingCustomizableSpawnContainer")
+ClassRedirects=(OldName="PlaceableActorItemDefinition",NewName="FortPlaceableActorItemDefinition")
+ClassRedirects=(OldName="AthenaCreativeRecord",NewName="FortCreativePlotRecord")
+StructRedirects=(OldName="/Script/FortniteUI.FortCreativeItemListData", NewName="/Script/FortniteGame.FortCreativeItemListData")
+ClassRedirects=(OldName="FortAthenaMutator_InputBlocker", NewName="FortAthenaMutator_Hardcore")
+FunctionRedirects=(OldName="FortCampaignHeroLoadoutItem.GetCrewMemberBySlotName", NewName="GetHeroBySlotName")
+FunctionRedirects=(OldName="FortCampaignHeroLoadoutItem.GetSlotNameByCrewMember", NewName="GetSlotNameByHero")
+FunctionRedirects=(OldName="FortItemPreviewPedestal.PreviewItemBP", NewName="DisplayItemBP")
+PropertyRedirects=(OldName="FortInventoryContext.AreAnyItemsUnseenForInventoryFilter.FilterType", NewName="InventoryFilter")
+ClassRedirects=(OldName="FortHeroLoadoutItemPicker", NewName="FortHeroLoadoutHeroPicker")
+EnumRedirects=(OldName="EDynamicFoundationType",ValueChanges=(("Dynamic_StartEnabled","StartEnabled_Dynamic"),("Dynamic_StartDisabled","StartDisabled")))
+ClassRedirects=(OldName="FortItemListTileView", NewName="AthenaCreativeItemTileView")
+ClassRedirects=(OldName="FortItemEntryWidget", NewName="AthenaCreativeItemTileButton")
+ClassRedirects=(OldName="FortItemEntryObjectWrapper", NewName="AthenaCreativeItemEntryObjectWrapper")
+EnumRedirects=(OldName="EItemTileViewDisplayType", NewName="EItemListViewDisplayType")
+FunctionRedirects=(OldName="FortItemTileView.CenterSelectedItemTileWidget", NewName="FortItemListViewInterface.CenterSelectedItemListEntryWidgetBP")
+FunctionRedirects=(OldName="FortItemTileView.SetFilterAndSorter", NewName="FortItemListViewInterface.SetFilterAndSorterBP")
+FunctionRedirects=(OldName="FortItemTileView.SetFilter", NewName="FortItemListViewInterface.SetFilterBP")
+FunctionRedirects=(OldName="FortItemTileView.SetCustomItemList", NewName="FortItemListViewInterface.SetCustomItemListBP")
+FunctionRedirects=(OldName="FortItemTileView.ClearCustomItemList", NewName="FortItemListViewInterface.ClearCustomItemListBP")
+FunctionRedirects=(OldName="FortItemTileView.SetSorter", NewName="FortItemListViewInterface.SetSorterBP")
+FunctionRedirects=(OldName="FortItemTileView.RefreshFilterAndSort", NewName="FortItemListViewInterface.RefreshFilterAndSortBP")
+FunctionRedirects=(OldName="FortItemTileView.RefreshSort", NewName="FortItemListViewInterface.RefreshSortBP")
+FunctionRedirects=(OldName="FortItemTileView.GetFilter", NewName="FortItemListViewInterface.GetFilterBP")
+FunctionRedirects=(OldName="FortItemTileView.GetSorter", NewName="FortItemListViewInterface.GetSorterBP")
+FunctionRedirects=(OldName="FortItemTileView.ShowNullItemTile", NewName="FortItemListViewInterface.ShowNullItemListEntryBP")
+FunctionRedirects=(OldName="FortItemTileView.HideNullItemTile", NewName="FortItemListViewInterface.HideNullItemListEntryBP")
+FunctionRedirects=(OldName="FortItemTileView.SetItemViewContext", NewName="FortItemListViewInterface.SetItemViewContextBP")
+FunctionRedirects=(OldName="FortItemTileView.ContainsItem", NewName="FortItemListViewInterface.ContainsItemBP")
+PropertyRedirects=(OldName="FortItemTileView.ItemsForTileView", NewName="FortItemTileView.ItemsForListView")
+ClassRedirects=(OldName="FortItemPickerButton", NewName="FortItemTileButton")
+PropertyRedirects=(OldName="FortItemTileView.bShouldShowNullItemTile", NewName="FortItemTileView.bShouldShowNullItemListEntry")
+PropertyRedirects=(OldName="FortItemListView.bShouldShowNullItemTile", NewName="FortItemListView.bShouldShowNullItemListEntry")
[/Script/Engine.Engine]
GameEngine=/Script/FortniteGame.FortEngine
UnrealEdEngine=/Script/FortniteEditor.FortUnrealEdEngine
EditorEngine=/Script/FortniteEditor.FortUnrealEdEngine
GameViewportClientClassName=/Script/FortniteGame.FortGameViewportClient
WorldSettingsClassName=/Script/FortniteGame.FortWorldSettings
NavigationSystemClassName=/Script/FortniteGame.FortNavSystem
AvoidanceManagerClassName=/Script/FortniteGame.AthenaAvoidanceManager
LocalPlayerClassName=/Script/FortniteGame.FortLocalPlayer
GameSingletonClassName=/Script/FortniteGame.FortGlobals
AssetManagerClassName=/Script/FortniteGame.FortAssetManager
LevelScriptActorClassName=/Script/FortniteGame.FortLevelScriptActor
GameUserSettingsClassName=/Script/FortniteGame.FortGameUserSettings
ConsoleClassName=/Script/FortniteGame.FortConsole
bSmoothFrameRate=false ; Off until we fix stalls
bCanBlueprintsTickByDefault=false
DurationOfErrorsAndWarningsOnHUD=0 ; no onscreen warnings
bSuppressWarningOnEmptyMorphTargetAnimation=true
DefaultBloomKernelTextureName=/Engine/EngineResources/DefaultTexture.DefaultTexture ; DefaultBloomKernel is not used on Fortnite (only used for FFT bloom)
PhysicErrorCorrection=(LinearDeltaThresholdSq=90000,LinearInterpAlpha=0.01,LinearRecipFixTime=0.1,AngularDeltaThreshold=0.6283,AngularInterpAlpha=0.1,AngularRecipFixTime=1.0,BodySpeedThresholdSq=0.0)
; Redirect deleted specific-AI-type code classes to base FortAIPawn just in case any references were missed somewhere!
+ActiveClassRedirects=(OldClassName="FortPawn_Husk",NewClassName="FortAIPawn")
+ActiveClassRedirects=(OldClassName="FortPawn_Smasher",NewClassName="FortAIPawn")
+ActiveClassRedirects=(OldClassName="FortPawn_Troll",NewClassName="FortAIPawn")
; Hero Loadout and other Hero-related functions, classes, structs, etc.
+K2FieldRedirects=(OldFieldName="FortCampaignHeroLoadoutItem.GetFollowerHeroes",NewFieldName="FortCampaignHeroLoadoutItem.GetSupportHeroes")
+K2FieldRedirects=(OldFieldName="FortMission.GetAbilityKitForHeroCrewLeaderPerk",NewFieldName="FortMission.GetAbilityKitForTeamLeadPerk")
+K2FieldRedirects=(OldFieldName="FortMission.GetAbilityKitForHeroCommanderPerk",NewFieldName="FortMission.GetAbilityKitForCommanderPerk")
+ActiveClassRedirects=(OldClassName="FortHeroLeaderPerkDefinition", NewClassName="FortHeroTeamLeadPerkDefinition")
+ActiveStructRedirects=(OldStructName="FortHeroLeaderPerkSquadCondition", NewStructName="FortHeroTeamLeadPerkSquadCondition")
; Time Of Day redirectors
+ActiveClassRedirects=(OldClassName="FortDayNightLightingAndFog", NewClassName="FortTimeOfDayManager")
+K2FieldRedirects=(OldFieldName="FortGameState.GetDayPhaseHandler",NewFieldName="FortGameState.GetTimeOfDayManager")
; Rename spawn points pacing difficulty option to a shorter name
+ActiveClassRedirects=(OldClassName="FortDifficultyOptionCategoryEncounter_SpawnPointsPercentageCurveSequence",NewClassName="/Script/FortniteGame.FortDifficultyOptionCategoryEncounter_SpawnPointsCurve")
+ActiveClassRedirects=(OldClassName="FortDifficultyOptionEncounter_SpawnPointsPercentageCurveSequence",NewClassName="/Script/FortniteGame.FortDifficultyOptionEncounter_SpawnPointsCurve")
; Redirect engine classes to fortnite subsets
+ActiveClassRedirects=(OldClassName="StaticMeshActor",NewClassName="/Script/FortniteGame.FortStaticMeshActor",InstanceOnly="true")
+ActiveClassRedirects=(OldClassName="LevelScriptActor",NewClassName="/Script/FortniteGame.FortLevelScriptActor")
+EnumRedirects=(EnumName="EFortTargetSelectionFilter",OldEnumEntry="EFortTargetSelectionFilter::Husks",NewEnumEntry="EFortTargetSelectionFilter::AIPawns")
+EnumRedirects=(EnumName="EFortTargetSelectionFilter",OldEnumEntry="EFortTargetSelectionFilter::Smashers",NewEnumEntry="EFortTargetSelectionFilter::AIPawns")
+EnumRedirects=(EnumName="EBoundingBoxSlotDirectionCalculation",OldEnumEntry="EBoundingBoxSlotDirectionCalculation::AlongWalls",NewEnumEntry="EBoundingBoxSlotDirectionCalculation::FaceWall")
+EnumRedirects=(EnumName="EBoundingBoxSlotDirectionCalculation",OldEnumEntry="EBoundingBoxSlotDirectionCalculation::FacingCenter",NewEnumEntry="EBoundingBoxSlotDirectionCalculation::FaceCenter")
+ActiveClassRedirects=(OldClassName="EVaultContentSortType",NewClassName="/Script/FortniteGame.EInventoryContentSortType")
; FortAthena DEIMOS spawning logic refactor
+ActiveClassRedirects=(OldClassName="FortQueryGenerator_MutatorSupplyDropBaseQueryResults",NewClassName="FortQueryGenerator_MutatorBaseQueryResults")
; [Added in 7.20]
+K2FieldRedirects=(OldFieldName="FortKismetLibrary.GetTimeUntilCalendarEventEnd",NewFieldName="FortKismetLibrary.GetCalendarEventInformation")
+K2ParamRedirects=(NodeName="/Script/BlueprintGraph.K2Node_CallFunction", OldParamName="FortKismetLibrary.GetCalendarEventInformation.bFoundEvent", NewParamName="bIsEventActive")
+K2ParamRedirects=(NodeName="/Script/BlueprintGraph.K2Node_CallFunction", OldParamName="FortKismetLibrary.GetCalendarEventInformation.OutTime", NewParamName="TimeUntilEnd")
+ActiveClassRedirects=(OldClassName="/Script/FortniteUI.FortAsyncAction_GameStateReady",NewClassName="/Script/FortniteGame.FortAsyncAction_GameStateReady")
+ActiveClassRedirects=(OldClassName="/Script/FortniteUI.FortAsyncAction_CurrentPlaylistReady",NewClassName="/Script/FortniteGame.FortAsyncAction_CurrentPlaylistReady")
+ActiveClassRedirects=(OldClassName="/Script/FortniteUI.FortAsyncAction_AuthorityMatchReady",NewClassName="/Script/FortniteGame.FortAsyncAction_AuthorityMatchReady")
; [End of added in 7.20 block]
;;;;; Redirects for UI-related things
; BangType updates (Duplicates needed for BP pins)
+ActiveClassRedirects=(OldClassName="EBangType",NewClassName="/Script/FortniteGame.EFortBangType")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Invalid",NewEnumEntry="EFortBangType::Invalid")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Custom",NewEnumEntry="EFortBangType::Custom")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Play",NewEnumEntry="EFortBangType::PlayTab")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Play",NewEnumEntry="EFortBangType::PlayTab")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Hero",NewEnumEntry="EFortBangType::HeroesTab")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Hero",NewEnumEntry="EFortBangType::HeroesTab")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Vault",NewEnumEntry="EFortBangType::VaultTab")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Vault",NewEnumEntry="EFortBangType::VaultTab")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Store",NewEnumEntry="EFortBangType::StoreTab")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Store",NewEnumEntry="EFortBangType::StoreTab")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Friends",NewEnumEntry="EFortBangType::FriendsButton")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Friends",NewEnumEntry="EFortBangType::FriendsButton")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::PartyInvite",NewEnumEntry="EFortBangType::PartyInviteButton")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="PartyInvite",NewEnumEntry="EFortBangType::PartyInviteButton")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::DailyReward",NewEnumEntry="EFortBangType::DailyRewardsButton")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="DailyReward",NewEnumEntry="EFortBangType::DailyRewardsButton")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Quest",NewEnumEntry="EFortBangType::QuestsButton")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Quest",NewEnumEntry="EFortBangType::QuestsButton")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Schematics",NewEnumEntry="EFortBangType::VaultSchematics")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Schematics",NewEnumEntry="EFortBangType::VaultSchematics")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Personnel",NewEnumEntry="EFortBangType::VaultPersonnel")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Personnel",NewEnumEntry="EFortBangType::VaultPersonnel")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Resources",NewEnumEntry="EFortBangType::VaultResources")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Resources",NewEnumEntry="EFortBangType::VaultResources")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Melee",NewEnumEntry="EFortBangType::VaultMelee")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Melee",NewEnumEntry="EFortBangType::VaultMelee")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Ranged",NewEnumEntry="EFortBangType::VaultRanged")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Ranged",NewEnumEntry="EFortBangType::VaultRanged")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Consumables",NewEnumEntry="EFortBangType::VaultConsumables")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Consumables",NewEnumEntry="EFortBangType::VaultConsumables")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Ingredients",NewEnumEntry="EFortBangType::VaultIngredients")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Ingredients",NewEnumEntry="EFortBangType::VaultIngredients")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="EBangType::Traps",NewEnumEntry="EFortBangType::VaultTraps")
+EnumRedirects=(EnumName="ETokenProfileType",OldEnumEntry="ETokenProfileType::Common",NewEnumEntry="EItemProfileType::Common")
+EnumRedirects=(EnumName="ETokenProfileType",OldEnumEntry="ETokenProfileType::Campaign",NewEnumEntry="EItemProfileType::Campaign")
+EnumRedirects=(EnumName="ETokenProfileType",OldEnumEntry="ETokenProfileType::Athena",NewEnumEntry="EItemProfileType::Athena")
+EnumRedirects=(EnumName="EFortBangType",OldEnumEntry="Traps",NewEnumEntry="EFortBangType::VaultTraps")
+ActiveClassRedirects=(OldClassName="FortUIState_HomeBase",NewClassName="/Script/FortniteUI.FortUIStateWidget_FrontEnd")
+TaggedPropertyRedirects=(ClassName="FortUIStateManager", OldPropertyName="StateDataPath", NewPropertyName="StateWidgetsDataPath")
+K2FieldRedirects=(OldFieldName="FortUIStateManager.GetCurrentState",NewFieldName="FortUIStateManager.GetCurrentStateWidget")
+K2FieldRedirects=(OldFieldName="FortUserWidget.GetUIState",NewFieldName="FortUserWidget.GetCurrentStateWidget")
+ActiveClassRedirects=(OldClassName="FortUIStateData",NewClassName="/Script/FortniteUI.FortUIStateWidgetsData")
+TaggedPropertyRedirects=(ClassName="FortUIStateWidgetsData", OldPropertyName="WidgetEntries", NewPropertyName="StateWidgets")
+ActiveStructRedirects=(OldStructName="WidgetDataEntry", NewStructName="/Script/FortniteUI.StateWidgetDataEntry")
+TaggedPropertyRedirects=(ClassName="StateWidgetDataEntry", OldPropertyName="Widget", NewPropertyName="StateWidget")
+K2ParamRedirects=(NodeName="/Script/BlueprintGraph.K2Node_CallFunction", OldParamName="FortPartyContext.GetActiveFriendsList.Result", NewParamName="OutActiveFriends")
+K2ParamRedirects=(NodeName="/Script/BlueprintGraph.K2Node_CallFunction", OldParamName="FortPartyContext.GetPartyInvites.Result", NewParamName="OutPartyInvites")
+ActiveClassRedirects=(OldClassName="QuestObjectiveInfo",NewClassName="/Script/FortniteGame.FortQuestObjectiveInfo")
+ActiveClassRedirects=(OldClassName="FortQuestReward",NewClassName="/Script/FortniteGame.FortItemInstanceQuantityPair")
+ActiveClassRedirects=(OldClassName="BlueprintContextBase",NewClassName="/Script/BlueprintContext.BlueprintContextBase")
+ActiveClassRedirects=(OldClassName="BlueprintContextLibrary",NewClassName="/Script/BlueprintContext.BlueprintContextLibrary")
+ActiveClassRedirects=(OldClassName="EFortFrontendInventoryFilter",NewClassName="/Script/FortniteGame.EFortFrontendInventoryFilter")
+ActiveClassRedirects=(OldClassName="K2Node_GetBlueprintContext", NewClassName="/Script/BlueprintContextEditor.K2Node_GetBlueprintContextEx")
+ActiveClassRedirects=(OldClassName="AthenaPlayerStateInfoBase",NewClassName="/Script/FortniteUI.AthenaPlayerIndicatorBase")
+ActiveClassRedirects=(OldClassName="FortAlterationWidget_NUI", NewClassName="FortAlterationWidget")
+ActiveClassRedirects=(OldClassName="FortAlterationsWidget_NUI", NewClassName="FortAlterationsWidget")
+EnumRedirects=(EnumName="EFrontEndCamera", OldEnumEntry="Command_Hero", NewEnumEntry="LegacyHeroLoadout")
+ActiveClassRedirects=(OldClassName="FortDirectAcquisitionOfferInfo", NewClassName="FortStoreFrontOfferInfo")
; Spelling error fix for mission placement struct
+TaggedPropertyRedirects=(ClassName="FortMissionPlacementFoundationItem",OldPropertyName="ItemIndentifyingTags",NewPropertyName="ItemIdentifyingTags")
+ActiveClassRedirects=(OldClassName="EAthenaCustomizationCategory",NewClassName="/Script/FortniteGame.EAthenaCustomizationCategory")
// Remove FortniteServer
+ActiveClassRedirects=(OldClassName="FortGameModeFOB",NewClassName="/Script/FortniteGame.FortGameModeFOB")
+ActiveClassRedirects=(OldClassName="FortGameModeKeep",NewClassName="/Script/FortniteGame.FortGameModeKeep")
+ActiveClassRedirects=(OldClassName="FortGameModeManor",NewClassName="/Script/FortniteGame.FortGameModeManor")
+ActiveClassRedirects=(OldClassName="FortGameModeOutpost",NewClassName="/Script/FortniteGame.FortGameModeOutpost")
+ActiveClassRedirects=(OldClassName="FortGameModeZone",NewClassName="/Script/FortniteGame.FortGameModeZone")
+ActiveClassRedirects=(OldClassName="FortGamePvPBase",NewClassName="/Script/FortniteGame.FortGamePvPBase")
+ActiveClassRedirects=(OldClassName="FortGamePvPBaseDestruction",NewClassName="/Script/FortniteGame.FortGamePvPBaseDestruction")
+ActiveClassRedirects=(OldClassName="EPvPGameEndReasons",NewClassName="/Script/FortniteGame.EPvPGameEndReasons")
+ActiveClassRedirects=(OldClassName="FCachedPlayerFOBInformation",NewClassName="/Script/FortniteGame.FCachedPlayerFOBInformation")
+ActiveClassRedirects=(OldClassName="FTeamFOBRequiredTags",NewClassName="/Script/FortniteGame.FTeamFOBRequiredTags")
+TaggedPropertyRedirects=(ClassName="AIHotSpotSlotGenerator_OnBoundingBox",OldPropertyName="MaxBBExtent",NewPropertyName="MaxExtent")
+TaggedPropertyRedirects=(ClassName="AIHotSpotSlotGenerator_OnBoundingBox",OldPropertyName="bLimitBBSize",NewPropertyName="bLimitMaxExtent")
+TaggedPropertyRedirects=(ClassName="AIHotSpotSlotGenerator_OnBoundingBox",OldPropertyName="ExpandOrShrinkByDistance",NewPropertyName="ExpandBy")
+TaggedPropertyRedirects=(ClassName="FortWorkerType",OldPropertyName="BuildingSynergyTag",NewPropertyName="ManagerSynergyTag")
+K2FieldRedirects=(OldFieldName="FortMission.GetMissionFortPlayerControllers",NewFieldName="FortMission.GetParticipatingMissionControllers")
+K2ParamRedirects=(NodeName="/Script/BlueprintGraph.K2Node_CallFunction", OldParamName="FortMissionLibrary.StartNotification.bIsLatent", NewParamName="bWaitForClients")
+K2ParamRedirects=(NodeName="/Script/BlueprintGraph.K2Node_CallFunction", OldParamName="FortMissionLibrary.StartTutorialNotification.bIsLatent", NewParamName="bWaitForClients")
+K2ParamRedirects=(NodeName="/Script/BlueprintGraph.K2Node_CallFunction", OldParamName="FortObjectiveBase.StartMissionNotification.bIsLatent", NewParamName="bWaitForClients")
+K2ParamRedirects=(NodeName="/Script/BlueprintGraph.K2Node_CallFunction", OldParamName="FortMission.StartMissionNotification.bIsLatent", NewParamName="bWaitForClients")
+TaggedPropertyRedirects=(ClassName="FortMissionEventName", OldPropertyName="MissionName", NewPropertyName="CategoryName")
; redirect for allowing some of the strategic building functionality to be re-used elsewhere
+ActiveClassRedirects=(OldClassName="EFortStrategicBuildingProximityGEApplicationType",NewClassName="/Script/FortniteGame.EFortProximityBasedGEApplicationType")
+EnumRedirects=(EnumName="EFortProximityBasedGEApplicationType",OldEnumEntry="EFortStrategicBuildingProximityGEApplicationType::ApplyOnProximityPulse",NewEnumEntry="EFortProximityBasedGEApplicationType::ApplyOnProximityPulse")
+EnumRedirects=(EnumName="EFortProximityBasedGEApplicationType",OldEnumEntry="EFortStrategicBuildingProximityGEApplicationType::ApplyOnProximityTouch",NewEnumEntry="EFortProximityBasedGEApplicationType::ApplyOnProximityTouch")
+EnumRedirects=(EnumName="EFortProximityBasedGEApplicationType",OldEnumEntry="EFortStrategicBuildingProximityGEApplicationType::ApplyOnlyDuringProximityTouch",NewEnumEntry="EFortProximityBasedGEApplicationType::ApplyOnlyDuringProximityTouch")
+ActiveClassRedirects=(OldClassName="FProximityBasedGEDeliveryInfo",NewClassName="/Script/FortniteGame.FProximityBasedGEDeliveryInfo")
+K2FieldRedirects=(OldFieldName="FortKismetLibrary.K2_DoesPlayerHaveItem",NewFieldName="FortKismetLibrary.K2_GetItemQuantityOnPlayer")
+TaggedPropertyRedirects=(ClassName="BuildingContainer",OldPropertyname="QuotaLevel", NewPropertyName="MaximumQuotaLevelBound")
+TaggedPropertyRedirects=(ClassName="AFortSaveFileBuildingInstructionsHandler",OldPropertyName="bDespawnOnLoad",NewPropertyName="bDespawnOnBuildingsSpawned")
+TaggedPropertyRedirects=(ClassName="FortPlacementActorFinderEntry",OldPropertyName="BuildingClassToReplace",NewPropertyName="BuildingClassToFind")
+TaggedPropertyRedirects=(ClassName="FortPlayerPawn",OldPropertyName="DeniedByCoolDownMontage",NewPropertyName="UnableToPerformActionMontage")
+ActiveStructRedirects=(OldStructName="ColletorUnitInfo",NewStructName="CollectorUnitInfo")
+ActiveStructRedirects=(OldStructName="FortTaggedDeployableBaseNeighborhoodLootUnlock",NewStructName="FortTaggedDeployableBaseLootUnlock")
+ActiveClassRedirects=(OldClassName="FortBangWrapper",NewClassName="FortBangWrapperOld")
+ActiveClassRedirects=(OldClassName="EnvQueryGenerator_ActorsOfClass",NewClassName="/Script/FortniteGame.FortQueryGenerator_ActorsAround")
!NetDriverDefinitions=ClearArray
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="/Script/OnlineSubsystemUtils.IpNetDriver",DriverClassNameFallback="/Script/OnlineSubsystemUtils.IpNetDriver")
+NetDriverDefinitions=(DefName="BeaconNetDriver",DriverClassName="/Script/OnlineSubsystemUtils.IpNetDriver",DriverClassNameFallback="/Script/OnlineSubsystemUtils.IpNetDriver")
+NetDriverDefinitions=(DefName="DemoNetDriver",DriverClassName="/Script/Engine.DemoNetDriver",DriverClassNameFallback="/Script/Engine.DemoNetDriver")
+NetDriverDefinitions=(DefName="MeshNetDriver",DriverClassName="/Script/MeshNetwork.MeshNetDriver",DriverClassNameFallback="/Script/MeshNetwork.MeshNetDriver")
+TaggedPropertyRedirects=(ClassName="CustomCharacterAccessoryData", OldPropertyName="bUseCollisionFromBody", NewPropertyName="bUseClothCollisionFromOtherParts")
+TaggedPropertyRedirects=(ClassName="FortAthenaCreativePortal", OldPropertyName="bIsCuratedPortal", NewPropertyName="bIsPublishedPortal")
; Context Redirects
+ActiveClassRedirects=(OldClassName="CommonUIContext",NewClassName="/Script/CommonUI.CommonUISubsystem")
+ActiveClassRedirects=(OldClassName="CommonInputContext",NewClassName="/Script/CommonInput.CommonInputSubsystem")
; Social Redirects
+ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialChatChromeMarginsDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialChatChromeMarginsDataAsset")
+ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialChatChromeStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialChatChromeStyleDataAsset")
+ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.ChatColorSchemeDataAsset",NewClassName="/Script/LauncherSocialDefaults.ChatColorSchemeDataAsset")
+ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialChatStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialChatStyleDataAsset")
+ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialChatChromeColorSchemeDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialChatChromeColorSchemeDataAsset")
+ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialCheckBoxStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialCheckBoxStyleDataAsset")
+ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialRadioBoxStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialRadioBoxStyleDataAsset")
+ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialStyleDataAsset")
+ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialScrollBarStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialScrollBarStyleDataAsset")
+ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialFontStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialFontStyleDataAsset")
+ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialListStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialListStyleDataAsset")
+ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialListMarginsDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialListMarginsDataAsset")
+ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialSoundSchemaDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialSoundSchemaDataAsset")
+ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialActionButtonStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialActionButtonStyleDataAsset")
+ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialChatMarkupStyleDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialChatMarkupStyleDataAsset")
+ActiveClassRedirects=(OldClassName="/Script/SocialDefaults.SocialProfanityDataAsset",NewClassName="/Script/LauncherSocialDefaults.SocialProfanityDataAsset")
[/Script/OnlineSubsystemUtils.OnlineBeaconHost]
BeaconConnectionInitialTimeout=48.0
BeaconConnectionTimeout=49.0
[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
TextureFormatPriority_ETC2=0.900000
TextureFormatPriority_DXT=0.200000
TextureFormatPriority_PVRTC=0.200000
TextureFormatPriority_ATC=0.200000
TextureFormatPriority_ASTC=0.200000
AudioMaxChannels=12
Orientation=sensorlandscape
MinSDKVersion=16
TargetSDKVersion=21
bEnableGradle=true
PackageName=com.epicgames.fortnite
GooglePlayLicenseKey=MIIBIjANBgkqhkiG9w0BAQEFAAOCAQ8AMIIBCgKCAQEAoGCztn2BAKfAJo8GVv6ohTaUbAVJOZjCd8G/l0ShQ38uaNiYlUv7BbLmqlT2fvQTWXzXoACYfsmTAaGv7bxALZqI5JtKiipKIsCx43NxT8vJsrIkWyXuIKN6iAD1n/nb9dOg6uUasVfnB4prKEY4m1IHZNTioMJfE/pzh/YeFnpf61hATrpqg0pL2eiME63AIYNBbqYb1XP3wxObmOjfGR6K4E6cTb5KTU3ryoOZIiLdSJ4CScTjNKfg8T0W/VetPEPvH0EqAzVvYqCvClUAAXiZERKrJPNScXlaXNW8GCLyWpu9CPSjHvjv526fEY1c6zCzA2NESZUgHAP804J/4wIDAQAB
ApplicationDisplayName=Fortnite
StoreVersion=2
VersionDisplayName=7.40.0
MinSDKVersion=16
TargetSDKVersion=21
InstallLocation=InternalOnly
bCreateAllPlatformsInstall=False
bDisableVerifyOBBOnStartUp=False
bUseExternalFilesDir=True
AntVerbosity=Quiet
bFullScreen=True
bUseChangeListAsStoreVersion=True
bAppendChangeListToVersionDisplayName=True
bAppendPlatformToVersionDisplayName=True
DepthBufferPreference=Default
ExtraApplicationSettings=
ExtraActivitySettings=
+ExtraPermissions=com.android.vending.BILLING
bPackageForGearVR=False
bRemoveOSIG=False
KeyStore=Fortnite.keystore
KeyAlias=FNMobile
bBuildForArmV7=False
bBuildForArm64=True
bBuildForX86=False
bBuildForX8664=False
bBuildForES2=False
bBuildForES31=True
bBuildForESDeferred=False
bUseNEONForArmV7=True
bSupportsVulkan=True
; uncomment the line below to require -detectvulkan
;bDetectVulkanByDefault=False
bEnableGooglePlaySupport=True
GamesAppID=1
AdMobAdUnitID=
bShowLaunchImage=True
AndroidAudio=Default
bEnableNewKeyboard=True
CompressionOverrides=(bOverrideCompressionTimes=True,DurationThreshold=2.000000,MaxNumRandomBranches=1,SoundCueQualityIndex=3)
CompressionQualityModifier=0.150000
MaxSampleRate=32000.000000
HighSampleRate=24000.000000
MedSampleRate=16000.000000
LowSampleRate=12000.000000
MinSampleRate=10000.000000
bResampleForDevice=True
bSaveSymbols=False
bAllowControllers=False
bBlockAndroidKeysOnControllers=True
bAllowIMU=False
SDKAPILevelOverride=android-26
bBuildWithHiddenSymbolVisibility=True
bAllowLargeOBBFiles=True
MaxAspectRatio=2.9
bUseDisplayCutout=True
[/Script/AndroidPlatformEditor.AndroidSDKSettings]
SDKAPILevel=latest
NDKAPILevel=android-19
[/Script/FortniteGame.FortPartyBeaconClient]
BeaconConnectionInitialTimeout=10.0
BeaconConnectionTimeout=15.0 ; This is just the initial session setup
ReconnectionInitialTimeout=100.0 ; Map loading occurs here
ReconnectionTimeout=52.0
[/Script/FortniteGame.FortLobbyBeaconClient]
BeaconConnectionInitialTimeout=50.0
BeaconConnectionTimeout=45.0
[/Script/Qos.QosRegionManager]
NumTestsPerRegion=5
PingTimeout=3.0
!RegionDefinitions=ClearArray
+RegionDefinitions=(DisplayName=NSLOCTEXT("MMRegion", "NA-East", "NA-East"), RegionId="NAE", bEnabled=true, bVisible=true, bAutoAssignable=true)
+RegionDefinitions=(DisplayName=NSLOCTEXT("MMRegion", "NA-West", "NA-West"), RegionId="NAW", bEnabled=true, bVisible=true, bAutoAssignable=true)
+RegionDefinitions=(DisplayName=NSLOCTEXT("MMRegion", "Europe", "Europe"), RegionId="EU", bEnabled=true, bVisible=true, bAutoAssignable=true)
+RegionDefinitions=(DisplayName=NSLOCTEXT("MMRegion", "Oceania", "Oceania"), RegionId="OCE", bEnabled=true, bVisible=true, bAutoAssignable=true)
+RegionDefinitions=(DisplayName=NSLOCTEXT("MMRegion", "Brazil", "Brazil"), RegionId="BR", bEnabled=true, bVisible=true, bAutoAssignable=true)
+RegionDefinitions=(DisplayName=NSLOCTEXT("MMRegion", "Asia", "Asia"), RegionId="ASIA", bEnabled=true, bVisible=true, bAutoAssignable=true)
+RegionDefinitions=(DisplayName=NSLOCTEXT("MMRegion", "Undefined", "Undefined"), RegionId="UND", bEnabled=true, bVisible=false, bAutoAssignable=false)
!DatacenterDefinitions=ClearArray
+DatacenterDefinitions=(Id="VA", RegionId="NAE", bEnabled=true, Servers[0]=(Address="34.193.154.39", Port=22222), Servers[1]=(Address="52.203.3.55", Port=22222), Servers[2]=(Address="54.82.195.216", Port=22222), Servers[3]=(Address="34.194.116.183", Port=22222))
+DatacenterDefinitions=(Id="OH", RegionId="NAE", bEnabled=true, Servers[0]=(Address="13.59.18.131", Port=22222), Servers[1]=(Address="18.216.47.148", Port=22222), Servers[2]=(Address="18.221.198.242", Port=22222), Servers[3]=(Address="52.15.144.157", Port=22222))
+DatacenterDefinitions=(Id="NCAL", RegionId="NAW", bEnabled=true, Servers[0]=(Address="13.57.85.73", Port=22222), Servers[1]=(Address="13.56.62.131", Port=22222), Servers[2]=(Address="13.56.40.30", Port=22222), Servers[3]=(Address="52.53.85.226", Port=22222))
+DatacenterDefinitions=(Id="OR", RegionId="NAW", bEnabled=true, Servers[0]=(Address="34.215.225.150", Port=22222), Servers[1]=(Address="34.215.53.191", Port=22222), Servers[2]=(Address="35.166.120.237", Port=22222), Servers[3]=(Address="52.34.35.6", Port=22222))
+DatacenterDefinitions=(Id="DE", RegionId="EU", bEnabled=true, Servers[0]=(Address="18.194.220.44", Port=22222), Servers[1]=(Address="18.194.228.16", Port=22222), Servers[2]=(Address="35.156.234.249", Port=22222), Servers[3]=(Address="35.158.209.186", Port=22222))
+DatacenterDefinitions=(Id="GB", RegionId="EU", bEnabled=true, Servers[0]=(Address="35.176.251.200", Port=22222), Servers[1]=(Address="35.176.71.245", Port=22222), Servers[2]=(Address="52.56.149.83", Port=22222), Servers[3]=(Address="52.56.183.213", Port=22222))
+DatacenterDefinitions=(Id="IE", RegionId="EU", bEnabled=true, Servers[0]=(Address="34.243.155.72", Port=22222), Servers[1]=(Address="34.243.61.206", Port=22222), Servers[2]=(Address="52.18.254.19", Port=22222), Servers[3]=(Address="52.48.115.87", Port=22222))
+DatacenterDefinitions=(Id="FR", RegionId="EU", bEnabled=true, Servers[0]=(Address="52.47.107.154", Port=22222), Servers[1]=(Address="52.47.140.95", Port=22222), Servers[2]=(Address="52.47.178.167", Port=22222), Servers[3]=(Address="52.47.193.251", Port=22222))
+DatacenterDefinitions=(Id="TOK", RegionId="ASIA", bEnabled=true, Servers[0]=(Address="13.115.140.167", Port=22222), Servers[1]=(Address="13.115.206.205", Port=22222), Servers[2]=(Address="52.196.239.119", Port=22222), Servers[3]=(Address="52.69.44.52", Port=22222))
+DatacenterDefinitions=(Id="SEA", RegionId="ASIA", bEnabled=true, Servers[0]=(Address="13.228.51.104", Port=22222), Servers[1]=(Address="52.220.191.249", Port=22222), Servers[2]=(Address="52.221.166.208", Port=22222), Servers[3]=(Address="52.74.234.192", Port=22222))
+DatacenterDefinitions=(Id="SYD", RegionId="OCE", bEnabled=true, Servers[0]=(Address="13.210.122.252", Port=22222), Servers[1]=(Address="13.210.30.168", Port=22222), Servers[2]=(Address="13.210.108.126", Port=22222), Servers[3]=(Address="13.210.58.172", Port=22222))
+DatacenterDefinitions=(Id="SAO", RegionId="BR", bEnabled=true, Servers[0]=(Address="18.231.38.143", Port=22222), Servers[1]=(Address="18.231.52.12", Port=22222), Servers[2]=(Address="52.67.68.145", Port=22222), Servers[3]=(Address="54.207.41.123", Port=22222))
+DatacenterDefinitions=(Id="tg_oregon", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.197.8.8", Port=22222), Servers[1]=(Address="35.185.246.177", Port=22222), Servers[2]=(Address="35.185.199.194", Port=22222), Servers[3]=(Address="35.185.246.79", Port=22222))
+DatacenterDefinitions=(Id="tg_iowa", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.184.219.232", Port=22222), Servers[1]=(Address="35.192.173.168", Port=22222), Servers[2]=(Address="35.192.83.156", Port=22222), Servers[3]=(Address="35.184.255.96", Port=22222))
+DatacenterDefinitions=(Id="ta_seoul", RegionId="UND", bEnabled=true, Servers[0]=(Address="52.78.81.204", Port=22222), Servers[1]=(Address="13.125.18.11", Port=22222), Servers[2]=(Address="13.125.33.160", Port=22222), Servers[3]=(Address="13.124.108.227", Port=22222))
+DatacenterDefinitions=(Id="tg_taiwan", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.194.133.173", Port=22222), Servers[1]=(Address="35.187.152.162", Port=22222), Servers[2]=(Address="35.185.172.129", Port=22222), Servers[3]=(Address="35.194.173.64", Port=22222))
+DatacenterDefinitions=(Id="tg_mumbai", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.200.129.244", Port=22222), Servers[1]=(Address="35.200.145.197", Port=22222), Servers[2]=(Address="35.200.131.39", Port=22222), Servers[3]=(Address="35.200.143.52", Port=22222))
+DatacenterDefinitions=(Id="tg_singapore", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.187.224.145", Port=22222), Servers[1]=(Address="35.186.154.179", Port=22222), Servers[2]=(Address="35.186.151.243", Port=22222), Servers[3]=(Address="35.187.226.215", Port=22222))
+DatacenterDefinitions=(Id="tg_belgium", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.187.48.180", Port=22222), Servers[1]=(Address="35.187.121.242", Port=22222), Servers[2]=(Address="35.187.41.70", Port=22222), Servers[3]=(Address="35.187.102.28", Port=22222))
+DatacenterDefinitions=(Id="tg_netherlands", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.204.11.145", Port=22222), Servers[1]=(Address="35.204.11.24", Port=22222), Servers[2]=(Address="35.204.5.232", Port=22222), Servers[3]=(Address="35.204.4.9", Port=22222))
+DatacenterDefinitions=(Id="tg_montreal", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.203.6.170", Port=22222), Servers[1]=(Address="35.203.0.208", Port=22222), Servers[2]=(Address="35.203.2.179", Port=22222), Servers[3]=(Address="35.203.2.45", Port=22222))
+DatacenterDefinitions=(Id="tg_scarolina", RegionId="UND", bEnabled=true, Servers[0]=(Address="35.185.79.220", Port=22222), Servers[1]=(Address="35.185.103.238", Port=22222), Servers[2]=(Address="35.185.113.163", Port=22222), Servers[3]=(Address="35.185.110.209", Port=22222))
[Engine.StartupPackages]
+Package=/Game/Sounds/SoundClassesAndModes/Ambient
+Package=/Game/Sounds/SoundClassesAndModes/Default
+Package=/Game/Sounds/SoundClassesAndModes/Loud
+Package=/Game/Sounds/SoundClassesAndModes/Master
+Package=/Game/Sounds/SoundClassesAndModes/Quick
+Package=/Game/Sounds/SoundClassesAndModes/Quiet
+Package=/Game/Sounds/SoundClassesAndModes/Slow
[/Script/UnrealEd.EditorEngine]
LocalPlayerClassName=/Script/FortniteGame.FortLocalPlayer
bAllowMultiplePIEWorlds=1
[/Script/UnrealEd.UnrealEdEngine]
bOnlinePIEEnabled=false
-TemplateMapInfos=(ThumbnailTexture=Texture2D'/Engine/Maps/Templates/Thumbnails/Default.Default',Map="/Engine/Maps/Templates/Template_Default")
-TemplateMapInfos=(ThumbnailTexture=Texture2D'/Engine/Maps/Templates/Thumbnails/EmptyWithLighting.EmptyWithLighting',Map="/Engine/Maps/Templates/Template_EmptyWithLighting")
-TemplateMapInfos=(ThumbnailTexture=Texture2D'/Engine/Maps/Templates/Thumbnails/Primitives.Primitives',Map="/Engine/Maps/Templates/Template_Primitives")
-TemplateMapInfos=(ThumbnailTexture=Texture2D'/Engine/Maps/Templates/Thumbnails/VR-Basic.VR-Basic',Map="/Engine/Maps/Templates/VR-Basic")
+TemplateMapInfos=(ThumbnailTexture=Texture2D'/Game/UI/EditorTemplates/Athena_Grid_Plane.Athena_Grid_Plane',Map="/Game/Athena/Maps/Test/EditorTemplates/Athena_Grid_Plane")
+TemplateMapInfos=(ThumbnailTexture=Texture2D'/Game/UI/EditorTemplates/Builder_Grid_Plane.Builder_Grid_Plane',Map="/Game/Maps/Test_Maps/EditorTemplates/Builder_Grid_Plane")
+TemplateMapInfos=(ThumbnailTexture=Texture2D'/Game/UI/EditorTemplates/3x3_Building.3x3_Building',Map="/Game/Maps/Test_Maps/EditorTemplates/3x3_Building")
+TemplateMapInfos=(ThumbnailTexture=Texture2D'/Game/UI/EditorTemplates/5x5_Building.5x5_Building',Map="/Game/Maps/Test_Maps/EditorTemplates/5x5_Building")
+TemplateMapInfos=(ThumbnailTexture=Texture2D'/Game/UI/EditorTemplates/Tile_Outer.Tile_Outer',Map="/Game/Maps/Test_Maps/EditorTemplates/Tile_Outer")
+TemplateMapInfos=(ThumbnailTexture=Texture2D'/Game/UI/EditorTemplates/Mission_Testbed.Mission_Testbed',Map="/Game/Maps/Test_Maps/EditorTemplates/Mission_Testbed")
[ProcessLimits]
; 16 GB by default, just to prevent runaway instances from making healthy ones go OOM
VirtualMemoryLimitInKB=16777216
[SystemSettings]
t.FPSChart.DoCsvProfile=1
Fort.SimulateClientPreloadingBehaviorInEditorBuilds=1
tick.LightweightTimeguardThresholdMS=30
csv.Shipping.ContinuousWrites=1
csv.ContinuousWrites=0
; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
r.AllowStaticLighting=False
r.Shadow.CacheWPOPrimitives=1
r.CapsuleIndirectShadowMinVisibility=.5
r.CapsuleIndirectConeAngle=.2
r.AOSpecularOcclusionMode=0
r.SupportSimpleForwardShading=1
p.BatchPhysXTasksSize=8
r.DoLazyStaticMeshUpdate=1
FX.BatchAsync=1
FX.BatchAsyncBatchSize=32
grass.TickInterval=5
r.Mobile.TonemapperFilm=1
; To prevent large DistanceFields memory allocations in zone. @TODO: We will need to change AtlasSizeZ in a more dynamic fashion when we ship Athena
r.DistanceFields.ForceMaxAtlasSize=1
r.DistanceFields.AtlasSizeZ=1024
; For low end compatibility
Compat.MAX_GPUSKIN_BONES=75
r.setres=1280x720
; Low-end minimum 3DRes is 1080p at 25%, 480x270
r.MinYResolutionFor3DView=270
r.Mac.OpenGLDisabled=1
rhi.Metal.AllowStencils=0
rhi.Metal.RuntimeDebugLevel=0
; Slate Settings
Slate.MaxFontAtlasPagesBeforeFlush=4
net.ProcessQueuedBunchesMillisecondLimit=0
InGamePerformanceTracking.Enabled=1
InGamePerformanceTracking.HistorySize=240
; Default reporting will cover both 30Hz and 60Hz
t.FPSChart.InterestingFramerates=30,60
; Allow QueryOnly actors to be marked as simulation disabled
p.DisableQueryOnlyActors=1
; Temporarily disable PSO cache for now since it is causing a crash when loading an existing one.
D3D12.EnablePSOCache=0
; Athena uses stencil for LOD dither (HLOD transitions)
r.StencilForLODDither=1
; GPU Crash debugging.
r.gpucrash.collectionenable=1
r.gpucrash.datadepth=5
; Disabling EnsureOnNaNFail for now since we do not want to surface NaN issues in various development branches.
EnsureOnNaNFail=1
; SafeZone Testing
;r.DebugSafeZone.TitleRatio=0.9
; Enable Level Streaming Fixes by default.
demo.WithLevelStreamingFixes=1
net.DisableRemapScriptActors=1
demo.ReplayStreamerAutoDemoPrefix="UnsavedReplay-"
demo.ReplayStreamerAutoDemoUseDateTimePostfix=1
[SystemSettingsEditor]
r.setres=1280x720
[Voice]
bEnabled=true
bLiveStreamVoiceEnabled=true
MaxLocalLiveStreamTalkers=1
LiveStreamRequireSpatialization=true
LiveStreamVoicePushToTalk=true
LiveStreamVoiceSoundClass=/Game/Sounds/FortSoundClassesAndModes/Fort_VOIP_Livestream_InWorld.Fort_VOIP_Livestream_InWorld
[OnlineSubsystem]
bHasVoiceEnabled=false
DefaultPlatformService=MCP
PollingIntervalInMs=20
bUseBuildIdOverride=false
BuildIdOverride=0
[OnlineSubsystemMcp.OnlinePartyMcp]
PendingCreateResponseTimeout=0
PendingJoinResponseTimeout=20
PendingLeaveResponseTimeout=10
PendingKickResponseTimeout=10
PendingJoinRequestTimeout=20
PendingPromoteResponseTimeout=10
[OnlineSubsystemMcp.McpProfile]
McpClientCommandUrl=/api/game/v2/profile/`accountId/client/`fname?profileId=`profileId
McpDedicatedServerCommandUrl=/api/game/v2/profile/`accountId/dedicated_server/`fname?profileId=`profileId
McpPublicCommandUrl=/api/game/v2/profile/`accountId/public/`fname?profileId=`profileId
[/Script/McpProfileSys.McpProfileGroup]
ProfileWriteLockTimeoutSecs=180
ProfileNotificationsStompTopic=/topic/fn/profile/`accountid`/`app`
ApplyStashEndPoint=/api/admin/account/`accountId/apply-stash/`stashName
WeeklyIntervalStartDay=4
[/Script/McpProfileSys.McpProfile]
bEnableMocks=true
[/Script/FortniteGame.FortMcpProfileCommonCore]
ListCatalogEntriesUrl=/api/storefront/v2/catalog
[/Script/FortniteGame.FortMcpProfileWorld]
AllowSubscriptionToNotificationsService=ClientOnly
[XMPP]
bEnableWebsockets=true
[/Script/Hotfix.UpdateManager]
AppSuspendedUpdateCheckTimeSeconds=600
bCheckPlatformOSSForUpdate=true
bCheckOSSForUpdate=true
[OnlineSubsystemMcp]
bEnabled=true
bEnableXmpp=true
bEnableNotificationHandler=true
bEnableNotificationTransportManager=true
bEnableNotificationTransportXmpp=true
+StompTopics="twitch|/topic/fn/twitch/%0/`app`"
+StompTopics="match|/topic/fn/match/%0/`app`"
; Most platforms want to use the MCP display name. Platforms that do not will override this to false in their Engine.ini
bUseMCPIdentityForPlayerName=true
bQueryDisplayNameFromUserInterface=true
bCanTrustUserProvidedDisplayName=true
DefaultUntrustedDisplayName=Player
[OnlineSubsystemMcp.BaseServiceMcp]
bUpdatesConnectionStatus=true
HttpRetryLimit=4
+HttpRetryResponseCodes=429
+HttpRetryResponseCodes=503
+HttpRetryResponseCodes=504
; Epic shared service endpoints
; BASE SERVICE CONFIG - shared by all services
[OnlineSubsystemMcp.BaseServiceMcp]
Protocol="https"
; ACCESS SERVICE
[OnlineSubsystemMcp.OnlineAccessMcp]
ServiceName="lightswitch"
[OnlineSubsystemMcp.OnlineServiceAvailabilityMcp LoadTest]
Domain="lightswitch-public-service-lt.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineAccessMcp Prod]
Domain="lightswitch-public-service-prod.ol.epicgames.com"
!AltDomains=ClearArray
+AltDomains="lightswitch-public-service-prod.ak.epicgames.com"
[OnlineSubsystemMcp.OnlineAccessMcp Stage]
Domain="lightswitch-public-service-stage.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineAccessMcp GameDev]
Domain="lightswitch-public-service-gamedev.ol.epicgames.net"
[OnlineSubsystemMcp.OnlineAccessMcp CI]
Domain="lightswitch-public-service-ci.ol.epicgames.net"
; ACCOUNT SERVICE
; reused as base config for OnlineIdentityMcp, OnlineAccountMappingMcp, and OnlineUsersMcp
[OnlineSubsystemMcp.AccountServiceMcp]
ServiceName="account"
[OnlineSubsystemMcp.AccountServiceMcp Prod]
Domain="account-public-service-prod.ol.epicgames.com"
RedirectUrl="accounts.epicgames.com"
!AltDomains=ClearArray
+AltDomains="account-public-service-prod.ak.epicgames.com"
[OnlineSubsystemMcp.AccountServiceMcp Stage]
Domain="account-public-service-stage.ol.epicgames.com"
RedirectUrl="accounts.epicgames-stage.ol.epicgames.net"
[OnlineSubsystemMcp.AccountServiceMcp GameDev]
Domain="account-public-service-gamedev.ol.epicgames.net"
RedirectUrl="accounts.epicgames-gamedev.ol.epicgames.net"
[OnlineSubsystemMcp.AccountServiceMcp CI]
Domain="account-public-service-ci.ol.epicgames.net"
RedirectUrl="accounts.epicgames-ci.ol.epicgames.net"
; AFFILIATE SERVICE
[OnlineSubsystemMcp.OnlineAffiliateServiceMcp]
ServiceName="affiliate"
[OnlineSubsystemMcp.OnlineAffiliateServiceMcp Prod]
Domain="affiliate-public-service-prod.ol.epicgames.com"
!AltDomains=ClearArray
+AltDomains="affiliate-public-service-prod.ak.epicgames.com"
[OnlineSubsystemMcp.OnlineAffiliateServiceMcp Stage]
Domain="affiliate-public-service-stage.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineAffiliateServiceMcp GameDev]
Domain="affiliate-public-service-gamedev.ol.epicgames.net"
[OnlineSubsystemMcp.OnlineAffiliateServiceMcp CI]
Domain="affiliate-public-service-ci.ol.epicgames.net"
; CATALOG SERVICE
[OnlineSubsystemMcp.OnlineCatalogServiceMcp]
ServiceName="catalog"
[OnlineSubsystemMcp.OnlineCatalogServiceMcp Prod]
Domain="catalog-public-service-prod06.ol.epicgames.com"
!AltDomains=ClearArray
+AltDomains="catalog-public-service-prod.ak.epicgames.com"
[OnlineSubsystemMcp.OnlineCatalogServiceMcp Stage]
Domain="catalogv2-public-service-stage.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineCatalogServiceMcp GameDev]
Domain="catalogv2-public-service-gamedev.ol.epicgames.net"
[OnlineSubsystemMcp.OnlineCatalogServiceMcp CI]
Domain="catalogv2-public-service-ci.ol.epicgames.net"
; CODEREDEMPTION SERVICE
[OnlineSubsystemMcp.CodeRedemptionServiceMcp]
ServiceName="coderedemption"
[OnlineSubsystemMcp.CodeRedemptionServiceMcp Prod]
Domain="coderedemption-public-service-prod.ol.epicgames.com"
!AltDomains=ClearArray
+AltDomains="coderedemption-public-service-prod.ak.epicgames.com"
[OnlineSubsystemMcp.CodeRedemptionServiceMcp Stage]
Domain="coderedemption-public-service-stage.ol.epicgames.com"
[OnlineSubsystemMcp.CodeRedemptionServiceMcp GameDev]
Domain="coderedemption-public-service-gamedev.ol.epicgames.net"
[OnlineSubsystemMcp.CodeRedemptionServiceMcp CI]
Domain="coderedemption-public-service-ci.ol.epicgames.net"
; EULA SERVICE
[OnlineSubsystemMcp.OnlineEulaServiceMcp]
ServiceName="eulatracking"
[OnlineSubsystemMcp.OnlineEulaServiceMcp Prod]
Domain="eulatracking-public-service-prod.ol.epicgames.com"
!AltDomains=ClearArray
+AltDomains="eulatracking-public-service-prod.ak.epicgames.com"
[OnlineSubsystemMcp.OnlineEulaServiceMcp Stage]
Domain="eulatracking-public-service-stage.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineEulaServiceMcp GameDev]
Domain="eulatracking-public-service-gamedev.ol.epicgames.net"
[OnlineSubsystemMcp.OnlineEulaServiceMcp CI]
Domain="eulatracking-public-service-ci.ol.epicgames.net"
; FRIENDS SERVICE
[OnlineSubsystemMcp.OnlineFriendsMcp]
ServiceName="friends"
[OnlineSubsystemMcp.OnlineFriendsMcp Prod]
Domain="friends-public-service-prod.ol.epicgames.com"
!AltDomains=ClearArray
+AltDomains="friends-public-service-prod.ak.epicgames.com"
[OnlineSubsystemMcp.OnlineFriendsMcp Stage]
Domain="friends-public-service-stage.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineFriendsMcp GameDev]
Domain="friends-public-service-gamedev.ol.epicgames.net"
[OnlineSubsystemMcp.OnlineFriendsMcp CI]
Domain="friends-public-service-ci.ol.epicgames.net"
; FULFILLMENT SERVICE
[OnlineSubsystemMcp.OnlineFulfillmentServiceMcp]
ServiceName="fulfillment"
[OnlineSubsystemMcp.OnlineFulfillmentServiceMcp Prod]
Domain="fulfillment-public-service-prod.ol.epicgames.com"
!AltDomains=ClearArray
+AltDomains="fulfillment-public-service-prod.ak.epicgames.com"
[OnlineSubsystemMcp.OnlineFulfillmentServiceMcp Stage]
Domain="fulfillment-public-service-stage.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineFulfillmentServiceMcp GameDev]
Domain="fulfillment-public-service-gamedev.ol.epicgames.net"
[OnlineSubsystemMcp.OnlineFulfillmentServiceMcp CI]
Domain="fulfillment-public-service-ci.ol.epicgames.net"
; IMAGE SERVICE
[OnlineSubsystemMcp.OnlineImageServiceMcp]
ServiceName="imageservice"
Domain="launcher-resources.s3.amazonaws.com"
; Image service overrides for Live
[OnlineSubsystemMcp.OnlineImageServiceMcp Fortnite]
Domain="cdn1.unrealengine.com"
[OnlineSubsystemMcp.OnlineImageServiceMcp LiveTesting]
Domain="cdn1.unrealengine.com"
[OnlineSubsystemMcp.OnlineImageServiceMcp PreDeployA]
Domain="cdn1.unrealengine.com"
[OnlineSubsystemMcp.OnlineImageServiceMcp PreDeployA]
Domain="cdn1.unrealengine.com"
; PRICEENGINE SERVICE
[OnlineSubsystemMcp.OnlinePriceEngineServiceMcp]
ServiceName="priceengine"
[OnlineSubsystemMcp.OnlinePriceEngineServiceMcp Prod]
Domain="priceengine-public-service-ecomprod01.ol.epicgames.com"
!AltDomains=ClearArray
+AltDomains="priceengine-public-service-prod.ak.epicgames.com"
[OnlineSubsystemMcp.OnlinePriceEngineServiceMcp Stage]
Domain="priceengine-public-service-stage.ol.epicgames.com"
[OnlineSubsystemMcp.OnlinePriceEngineServiceMcp GameDev]
Domain="priceengine-public-service-gamedev.ol.epicgames.net"
[OnlineSubsystemMcp.OnlinePriceEngineServiceMcp CI]
Domain="priceengine-public-service-ci.ol.epicgames.net"
; SERVICEAVAILABILITY SERVICE
[OnlineSubsystemMcp.OnlineServiceAvailabilityMcp]
ServiceName="lightswitch"
[OnlineSubsystemMcp.OnlineServiceAvailabilityMcp LoadTest]
Domain="lightswitch-public-service-lt.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineServiceAvailabilityMcp Prod]
Domain="lightswitch-public-service-prod.ol.epicgames.com"
!AltDomains=ClearArray
+AltDomains="lightswitch-public-service-prod.ak.epicgames.com"
[OnlineSubsystemMcp.OnlineServiceAvailabilityMcp Stage]
Domain="lightswitch-public-service-stage.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineServiceAvailabilityMcp GameDev]
Domain="lightswitch-public-service-gamedev.ol.epicgames.net"
[OnlineSubsystemMcp.OnlineServiceAvailabilityMcp CI]
Domain="lightswitch-public-service-ci.ol.epicgames.net"
; STATSINGESTION SERVICE
[OnlineSubsystemMcp.OnlineStatsIngestionServiceMcp]
ServiceName=""
; Intentionally blank, used to infer not to include servicename in base URL
; Custom url for Live app
[OnlineSubsystemMcp.OnlineStatsIngestionServiceMcp Fortnite]
Domain="statsingestion-public-service-live.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineStatsIngestionServiceMcp Prod]
Domain="statsingestion-public-service-prod.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineStatsIngestionServiceMcp Stage]
Domain="statsingestion-public-service-stage.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineStatsIngestionServiceMcp GameDev]
Domain="statsingestion-public-service-gamedev.ol.epicgames.net"
[OnlineSubsystemMcp.OnlineStatsIngestionServiceMcp CI]
Domain="statsingestion-public-service-ci.ol.epicgames.net"
; MESH SERVICE
[OnlineSubsystemMcp.OnlineMeshMcp]
ServiceName="mesh"
[OnlineSubsystemMcp.OnlineMeshMcp Fortnite]
Domain="mesh-public-service-live.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineMeshMcp LoadTest]
Domain="mesh-public-service-loadtest.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineMeshMcp Prod]
Domain="mesh-public-service-prod.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineMeshMcp Stage]
Domain="mesh-public-service-stage.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineMeshMcp GameDev]
Domain="mesh-public-service-gamedev.ol.epicgames.net"
[OnlineSubsystemMcp.OnlineMeshMcp CI]
Domain="mesh-public-service-ci.ol.epicgames.net"
; EVENTS SERVICE
[OnlineSubsystemMcp.OnlineEventsServiceMcp]
ServiceName="events"
BasePath="/api/v1"
[OnlineSubsystemMcp.OnlineEventsServiceMcp Fortnite]
Domain="events-public-service-live.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineEventsServiceMcp PredeployA]
Domain="events-public-service-live.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineEventsServiceMcp PredeployB]
Domain="events-public-service-live.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineEventsServiceMcp LiveTesting]
Domain="events-public-service-live.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineEventsServiceMcp LoadTest]
Domain="events-public-service-loadtest.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineEventsServiceMcp Prod]
Domain="events-public-service-prod.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineEventsServiceMcp Stage]
Domain="events-public-service-prod.ol.epicgames.com" ; TODO: Does this need to be separate from prod?
[OnlineSubsystemMcp.OnlineEventsServiceMcp GameDev]
Domain="events-public-service-gamedev.ol.epicgames.net"
[OnlineSubsystemMcp.OnlineEventsServiceMcp CI]
Domain="events-public-service-ci.ol.epicgames.net"
; STOMP SERVICE
[OnlineSubsystemMcp.StompServiceMcp]
ServiceName="stomp"
Protocol="wss"
; Custom url for Live app
[OnlineSubsystemMcp.StompServiceMcp Fortnite]
Domain="notifications-service-prod06.ol.epicgames.com:443"
; Custom url for LoadTest
[OnlineSubsystemMcp.StompServiceMcp LoadTest]
Domain="notifications-service-prod12lt.ol.epicgames.com:443"
[OnlineSubsystemMcp.StompServiceMcp Prod]
Domain="notifications-service-prod12test.ol.epicgames.com:443"
!AltDomains=ClearArray
+AltDomains="notifications-service-prod.ak.epicgames.com"
[OnlineSubsystemMcp.StompServiceMcp Stage]
Domain="notifications-service-stage-pub.ol.epicgames.com:443"
[OnlineSubsystemMcp.StompServiceMcp GameDev]
Domain="notifications-service-gamedev.ol.epicgames.net:443"
[OnlineSubsystemMcp.StompServiceMcp CI]
Domain="notifications-service-ci.ol.epicgames.net:443"
; WAITINGROOM SERVICE
[OnlineSubsystemMcp.OnlineWaitingRoomMcp]
ServiceName="waitingroom"
[OnlineSubsystemMcp.OnlineWaitingRoomMcp DevTesting]
Domain="waitingroom-public-service-gamedevtesting.ol.epicgames.net"
[OnlineSubsystemMcp.OnlineWaitingRoomMcp Prod]
Domain="fortnitewaitingroom-public-service-prod.ol.epicgames.com"
!AltDomains=ClearArray
+AltDomains="fortnitewaitingroom-public-service-prod.ak.epicgames.com"
[OnlineSubsystemMcp.OnlineWaitingRoomMcp Stage]
Domain="fortnitewaitingroom-public-service-stage.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineWaitingRoomMcp GameDev]
Domain="waitingroom-public-service-gamedev.ol.epicgames.net"
[OnlineSubsystemMcp.OnlineWaitingRoomMcp CI]
Domain="waitingroom-public-service-ci.ol.epicgames.net"
; LINKS SERVICE
[OnlineSubsystemMcp.OnlineLinksServiceMcp]
ServiceName="links"
[OnlineSubsystemMcp.OnlineLinksServiceMcp Fortnite]
Domain="links-public-service-live.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineLinksServiceMcp Prod]
Domain="links-public-service-prod.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineLinksServiceMcp Stage]
Domain="links-public-service-stage.ol.epicgames.com"
[OnlineSubsystemMcp.OnlineLinksServiceMcp GameDev]
Domain="links-public-service-gamedev.ol.epicgames.net"
[OnlineSubsystemMcp.OnlineLinksServiceMcp CI]
Domain="links-public-service-ci.ol.epicgames.net"
; SIDECAR SERVICE
[OnlineSubsystemMcp.OnlineSidecarServiceMcp]
ServiceName=""
Protocol="http"
Domain="127.0.0.1:8000"
[OnlineSubsystemMcp.OnlineSidecarServiceMcp GameDev]
Protocol="http"
Domain="mcpsidecar-gamedev.ol.epicgames.net:8000"
; End: Shared service endpoints
; Fortnite service endpoints
; Don't use ssl for local development - this overrides HTTPS being set for BaseServiceMcp
[OnlineSubsystemMcp.GameServiceMcp Developer]
Protocol="http"
[OnlineSubsystemMcp.GameServiceMcp Localhost]
Protocol="http"
[OnlineSubsystemMcp.GameServiceMcp Fortnite]
!AltDomains=ClearArray
+AltDomains="fortnite-public-service-prod.ak.epicgames.com"
; End: Fortnite service endpoints
[OnlineSubsystemMcp.OnlineAffiliateServiceMcp]
bUpdatesConnectionStatus=false
[OnlineSubsystemMcp.OnlineIdentityMcp]
; Do not automatically log in to XMPP, have the party system or presence do it
bAutoLoginToXmpp=false
bShouldReconnectXmpp=true
bOfflineAccountToken=true
bOfflineClientToken=true
bVerifyAuthIncludesPermissions=false
bQueryMetadata=false
bQuerySSODomains=false
+HttpRetryResponseCodes=408
AuthCodeRedirectUrl="/fnauth"
+LoginDomains=".sonyentertainmentnetwork.com"
+LoginDomains=".live.com"
+LoginDomains=".nintendo.com"
bForceUpgradeHeadless=true
PlatformTokenEarlyExpirationSeconds=300
[OnlineSubsystemMcp.OnlineWaitingRoomMcp]
bEnabled=true
GracePeriod=300
RetryConfigUrl="https://s3-us-west-1.amazonaws.com/launcher-resources/waitingroom"
[OnlineSubsystemMcp.OnlineSessionMcp]
HeartbeatInterval=60.0
HttpRetryLimit=10
+HttpRetryResponseCodes=409
[OnlineSubsystemMcp.OnlineStoreMcp]
StoreNamespace=fn
[OnlineSubsystemMcp.Xmpp]
bPrivateChatFriendsOnly=true
[OnlineSubsystemMcp.OnlineFriendsMcp]
bUpdatesConnectionStatus=false
[OnlineSubsystemMcp.OnlineUserCloudMcp]
HttpRetryLimit=6
bUpdatesConnectionStatus=false
+HttpRetryVerbs=PUT
+HttpRetryVerbs=HEAD
+HttpRetryVerbs=GET
[OnlineSubsystemMcp.OnlinePresenceMcp]
PresenceUpdateDelaySeconds=1.0
[OnlineSubsystemMcp.OnlinePurchaseMcp]
bUpdatesConnectionStatus=false
[OnlineSubsystemMcp.OnlineCatalogServiceMcp]
bUpdatesConnectionStatus=false
[OnlineSubsystemMcp.OnlinePriceEngineServiceMcp]
bUpdatesConnectionStatus=false
[OnlineSubsystemMcp.OnlineStatsIngestionServiceMcp]
UpdateStatsUrl=/api/stats/fortnite
[OnlineSubsystemMcp.OnlineStatsMcp]
QuerySingleUserStatsUrl=/api/statsv2/account/`AccountId
QueryMultipleUserStatsUrl=/api/statsv2/query
QueryLeaderboardUrl=/api/statsv2/leaderboards/`LeaderboardName
[OnlineSubsystemMcp.OnlineLinksServiceMcp]
Namespace=fn
[OnlineSubsystemTencent]
; Will be enabled by region plugin when we want Tencent OSS
bEnabled=false
[OnlineSubsystemTwitch]
bEnabled=true
ClientId=bs3mowbbusifs5b0rm43e9adg2k3nq
[OnlineSubsystemTwitch.OnlineIdentityTwitch]
LoginRedirectUrl="https://accounts.epicgames.com/login/getTwitchToken"
ScopeFields=user_read
+ScopeFields=channel_check_subscription
[OnlineSubsystemFacebook]
bEnabled=true
bEnableAutomaticLogging=false
bEnableAdvertisingId=false
; Epic Facebook App
ClientId=1132078350149238
[OnlineSubsystemFacebook.OnlineIdentityFacebook]
bUsePopup=true
ScopeFields="email"
LoginRedirectUrl="https://accounts.epicgames.com/OAuthAuthorized"
[OnlineSubsystemGoogle]
bEnabled=true
; Epic Windows client id and secret
ClientId="81931294547-hor569hj0vrc4toqad6s74cs0ttdr34n.apps.googleusercontent.com"
ClientSecret="4kvDl4ed9n1CV6pA8YRUkzWR"
ServerClientId="invalid"
[OnlineSubsystemGoogle Prod]
ServerClientId="81931294547-ict6llss8611g9nglndn2bnln48bo59d.apps.googleusercontent.com"
[OnlineSubsystemGoogle GameDev]
ServerClientId="81931294547-6c92ub3o0j3t3tg8u0rgek8oc1afl74k.apps.googleusercontent.com"
[OnlineSubsystemGoogle Stage]
ServerClientId="81931294547-2qbailshfkieiqofe9ogmpm9bfbjudip.apps.googleusercontent.com"
[OnlineSubsystemGoogle.OnlineIdentityGoogle]
ScopeFields="https://www.googleapis.com/auth/plus.login"
+ScopeFields="https://www.googleapis.com/auth/userinfo.email"
;+ScopeFields="https://www.googleapis.com/auth/userinfo.profile"
[/Script/Account.ExternalAccountProvider]
+Services=(Type=Facebook, ExternalServiceName=FACEBOOK)
+Services=(Type=Google, ExternalServiceName=GOOGLE)
+Services=(Type=Epic_PSN, ExternalServiceName=MCP)
+Services=(Type=Epic_XBL, ExternalServiceName=MCP)
+Services=(Type=Epic_Erebus, ExternalServicename=MCP)
+Services=(Type=Epic_Facebook, ExternalServicename=MCP)
+Services=(Type=Epic_Google, ExternalServicename=MCP)
[/Script/Hotfix.OnlineHotfixManager]
HotfixManagerClassName=/Script/FortniteGame.FortHotfixManager
[OnlineSubsystemMcp.OnlineGameAccessMcp]
PeriodicCheckFrequencyInSeconds=1200
[GameFeedback]
DefaultLogHeadSizeKb=64
DefaultLogTailSizeKb=1984
FeedbackUploadPath=/api/feedback
[/Script/Engine.Player]
ConfiguredInternetSpeed=30000
ConfiguredLanSpeed=30000
[/Script/OnlineSubsystemUtils.IpNetDriver]
bNoTimeouts=false
ConnectionTimeout=90.0
InitialConnectTimeout=60.0
RecentlyDisconnectedTrackingTime=120
MaxClientRate=30000
MaxInternetClientRate=20000
NetServerMaxTickRate=20
; Increase socket buffer sizes to be more resilient to game thread hitches during periods of high bandwidth
ServerDesiredSocketReceiveBufferBytes=2097152
ServerDesiredSocketSendBufferBytes=2097152
ClientDesiredSocketReceiveBufferBytes=1048576
ClientDesiredSocketSendBufferBytes=1048576
[GameNetDriver NetAnalyticsAggregatorConfig]
+NetAnalyticsData=(DataName="Core.ServerNetConn", bEnabled=true)
+NetAnalyticsData=(DataName="Oodle.Stats", bEnabled=true)
[/Script/NavigationSystem.NavCollision]
bGatherConvexGeometry=true
bCreateOnClient=false
; bIsDynamicObstacle=true ; Do NOT set this to true, because then static geo and floors (among many other things) would be dynamic obstacles and would not generate nav mesh on top of them!
[/Script/Engine.PathFollowingComponent]
bUseVisibilityTestsSimplification=false
[/Script/FortniteGame.FortNavArea_StoneWall]
DrawColor=(R=211,G=211,B=211,A=164)
DefaultCost=50
[/Script/FortniteGame.FortNavArea_WoodenWall]
DrawColor=(R=219,G=97,B=57,A=164)
DefaultCost=35
[/Script/FortniteGame.FortNavComponent]
bDoAsyncPathfinding=false
bDoHierarchicalPathfinding=false
bDoPathOffsetting=true
bSearchFromGoalWhenOutOfNodes=false
[/Script/FortniteGame.FortNavSystem]
bUseStaticMeshLinks=false
bUseStaticWorldLinksDown=true
bUseStaticWorldLinksUp=true
bUseJumpLinkActors=true
DirtyAreasUpdateFreqInactive=0.200000
+SupportedAgents=(Name="Husk",Color=(B=175,G=64,R=0,A=160),DefaultQueryExtent=(X=278.000000,Y=278.000000,Z=250.000000),NavigationDataClassName=/Script/FortniteGame.FortNavMesh,AgentRadius=34.000000,AgentHeight=110.000000,AgentStepHeight=-1.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData=Class'/Script/FortniteGame.FortNavMesh',bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False)
+SupportedAgents=(Name="Smasher",Color=(B=160,G=0,R=64,A=160),DefaultQueryExtent=(X=278.000000,Y=278.000000,Z=250.000000),NavigationDataClassName=/Script/FortniteGame.FortNavMesh,AgentRadius=70.000000,AgentHeight=180.000000,AgentStepHeight=-1.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData=Class'/Script/FortniteGame.FortNavMesh',bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False)
+SupportedAgents=(Name="Graph",Color=(B=255,G=255,R=0,A=160),DefaultQueryExtent=(X=512.000000,Y=512.000000,Z=250.000000),NavigationDataClassName=/Script/FortniteGame.FortNavigationGraph,AgentRadius=100000.000000,AgentHeight=0.000000,AgentStepHeight=-1.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData=Class'/Script/FortniteGame.FortNavigationGraph',bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False)
[Kismet]
AllowDerivedBlueprints=true
bCanSuppressAccessViolation=true
[Audio]
DeferStartupPrecache=true
UseAudioThread=true
[/Script/Engine.SoundGroups]
!SoundGroupProfiles=ClearArray
+SoundGroupProfiles=(SoundGroup=SOUNDGROUP_Default, bAlwaysDecompressOnLoad=false, DecompressedDuration=2)
+SoundGroupProfiles=(SoundGroup=SOUNDGROUP_Effects, bAlwaysDecompressOnLoad=false, DecompressedDuration=2)
+SoundGroupProfiles=(SoundGroup=SOUNDGROUP_UI, bAlwaysDecompressOnLoad=false, DecompressedDuration=2)
+SoundGroupProfiles=(SoundGroup=SOUNDGROUP_Music, bAlwaysDecompressOnLoad=false, DecompressedDuration=0)
+SoundGroupProfiles=(SoundGroup=SOUNDGROUP_Voice, bAlwaysDecompressOnLoad=false, DecompressedDuration=0)
[EnvironmentQueryEd]
EnableEnvironmentQueryEd=true
[BehaviorTreesEd]
BehaviorTreeEditorEnabled=true
BehaviorTreeNewAssetsEnabled=true
[Plugins]
-EnabledPlugins=BlankPlugin
-EnabledPlugins=UObjectPlugin
-EnabledPlugins=OculusRift
-EnabledPlugins=MessagingDebugger
-EnabledPlugins=SubversionSourceControl
-EnabledPlugins=WindowsMoviePlayer
-EnabledPlugins=CableComponent
;Uncomment to add simulated lag
;[PacketSimulationSettings]
;PktLoss=1
;PktOrder=0
;PktDup=0
;PktLag=75
;PktLagVariance=20
[/Script/Engine.AISystemBase]
AISystemModuleName=AIModule
AISystemClassName=/Script/FortniteGame.FortAISystem
[/Script/AIModule.AISystem]
HotSpotManagerClassName=/Script/FortniteGame.FortAIHotSpotManager
PerceptionSystemClassName=/Script/FortniteGame.FortAIPerceptionSystem
bEnableBTAITasks=true
[/Script/AIModule.AISense_Sight]
bAutoRegisterNewPawnsAsSources=false
[SharedCookedBuildSettings]
+SharedCookedBuildPath=\\epicgames.net\root\Builds\Fortnite\[BRANCHNAME]-CL-[CL]\[PLATFORM]
+SharedCookedBuildPath=\\epicgames.net\root\Builds\Fortnite\IncrementalCook\[BRANCHNAME]-CL-[CL]\[PLATFORM]
[ConsoleVariables]
Fort.EnableHoldUseToPickupSwap=1
net.AllowAsyncLoading=1
net.DelayUnmappedRPCs=1
net.MaxRPCPerNetUpdate=10
net.PingExcludeFrameTime=1
net.MaxNetStringSize=16777216
net.UseAdaptiveNetUpdateFrequency=1
net.MaxChannelSize=65535
OSS.VerboseSessionInPayloads=0
OSS.VerboseSessionOutPayloads=0
OSS.VerboseIdentityPayloads=0
httpReplay.ChunkUploadDelayInSeconds=20
demo.CheckpointUploadDelayInSeconds=60
demo.ForceDisableAsyncPackageMapLoading=0
gpad.DefaultLeftStickInnerDeadZone=0.24
gpad.LeftStickOuterDeadZone=0.01
gpad.DefaultRightStickInnerDeadZone=0.27
gpad.RightStickOuterDeadZone=0.01
demo.UseNetRelevancy=0
demo.CullDistanceOverride=3000
demo.RecordHzWhenNotRelevant=2
demo.ClientRecordAsyncEndOfFrame=1
; Disabled due to high crash counts in 5.20 -- todo: Rob M investigate to re-enable
gc.CreateGCClusters=false
fx.FavorNiagaraOverCascade=1
tick.DoAsyncEndOfFrameTasks=1
Athena.Vehicle.bDisplayTricksInDeathLog=1
; In meters...
Athena.Vehicle.ShowAirHeightOver=3
Athena.Vehicle.ShowAirDistanceOver=5
Athena.Vehicle.ShowAirSecondsOverShowAirSecondsOver=1.0
; br disable player overlap queries when in a vehicle for performance.
Athena.DisablePlayerCollisionInVehicle=0
; br players inventory telemetry
Analytic.DumpPlayerInventoryPerZonePhase=1
; br quickbar slot delay prototype
Weapon.TryToFireRestrictedByTypeCooldowns=1
; br when we use perfect aim, we interpolate to it from min spread
Weapon.UseInterpolateToPerfectAim=0
; br make sure shotguns hit a minimum number of shots
Weapon.UseShotgunMinNumberOfHits=1
Weapon.NumberOfMinHitsForShotguns=3
; Strip render data for LODs below the MinLOD for the target platform during cooking.
r.StaticMesh.StripMinLodDataDuringCooking=1
r.SkeletalMesh.StripMinLodDataDuringCooking=1
; Strip adjacency data as we don't use tessellation
r.ForceStripAdjacencyDataDuringCooking=1
; Reduced to improve perf at a minor hit to visuals
r.AOGlobalDFStartDistance=100
; Fortnite has tons of drawing policies, so we can just split them up evenly, regardless of visibility
r.RHICmdBalanceParallelLists=0
; Fortnite has mushrooms, bushes and other things which are very sparse. We need more nodes to cull shadows effectively.
foliage.MinVertsToSplitNode=8192
;Enable MBP on servers and disable KK and KS pairs for performance
p.ForceNoKSPairs=1
p.ForceNoKKPairs=1
Athena.bMegaStormEnabled=0
FortRepGraph.SpatialBiasX=-270000
FortRepGraph.SpatialBiasY=-270000
; Enable Facial Animation System
Fort.EnableFacialAnimation=1
; Glider Redeploy values
Fort.GliderRedeployRequiresJump=0
Fort.GliderRedeployUseWindowOfTime=0
Fort.GliderRedeployWindowLength=5.0
Fort.GliderRedeployPreventSkydiving=1
; Zipline values
Zipline.UseInteractToEnterZipline=1
; Turns on/off the music player Props
Fort.PropMusicPlayerEnabled=0
; Turns on/off interaction checks while skydiving or gliding
Fort.AllowInteractionChecksWhileSkydiving=1
fort.Building.AutoChangeMaterialOnPreview=1
voice.SilenceDetectionThreshold=0.0
Weapon.IgnoreActorsAttachedToPawns=1
[DerivedDataBackendGraph]
Shared=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, DeleteUnused=true, UnusedFileAge=5, FoldersToClean=10, MaxFileChecksPerSec=1, Path=\\epicgames.net\root\DDC-Global-Fortnite, EnvPathOverride=UE-SharedDataCachePath)
Boot=(Type=Boot, Filename="%GAMEDIR%DerivedDataCache/Boot.ddc", MaxCacheSize=784)
[AssetRegistry]
; Fortnite currently depends on the dependency graph at runtime for map preloading, but we can strip the dependency/asset info for untagged assets
; Some platforms disable the dependencies entirely
bSerializeDependencies=true
bUseAssetRegistryTagsWhitelistInsteadOfBlacklist=true
bFilterAssetDataWithNoTags=true
bFilterDependenciesWithNoTags=true
+CookedTagsWhitelist=(Class=CustomCharacterPart,Tag=CharacterPartType)
+CookedTagsWhitelist=(Class=CustomCharacterPart,Tag=SkeletalMesh)
+CookedTagsWhitelist=(Class=CustomCharacterPart,Tag=GenderPermitted)
+CookedTagsWhitelist=(Class=CustomCharacterPart,Tag=BodyTypesPermitted)
+CookedTagsWhitelist=(Class=FortItemDefinition,Tag=DisplayName)
+CookedTagsWhitelist=(Class=FortItemDefinition,Tag=ItemType)
+CookedTagsWhitelist=(Class=FortItemDefinition,Tag=bNeverPersisted)
+CookedTagsWhitelist=(Class=FortEmoteItemDefinition,Tag=CommandName)
+CookedTagsWhitelist=(Class=FortSchematicItemDefinition,Tag=CraftingRecipe)
+CookedTagsWhitelist=(Class=FortMissionInfo,Tag=MissionTags)
+CookedTagsWhitelist=(Class=Blueprint,Tag=BuildingType)
+CookedTagsWhitelist=(Class=Blueprint,Tag=bIsPlayerBuildable)
+CookedTagsWhitelist=(Class=Blueprint,Tag=CurrentBuildingLevel)
+CookedTagsWhitelist=(Class=Blueprint,Tag=ActionEnvironment)
; These are use with USE_COMPACT_ASSET_REGISTRY to further deduplicate things with FName
+CookedTagsAsFName=ItemType
+CookedTagsAsFName=BuildingType
+CookedTagsAsFName=CharacterPartType
+CookedTagsAsFName=BodyTypesPermitted
+CookedTagsAsFName=GenderPermitted
+CookedTagsAsPathName=GameplayCueName
+CookedTagsAsPathName=SkeletalMesh
[/Script/Engine.AutomationTestSettings]
+EditorTestModules=StaticMeshEditor
+EditorTestModules=LandscapeEditor
+EditorTestModules=GameProjectGeneration
+TestLevelFolders=TestMaps
+TestLevelFolders=Test_Maps
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Environments/Props/Bedroom/Meshes/Bedroom_Dresser_03.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Characters/Player/Male/Male_Avg_Base/Fortnite_M_Avg_Player_AnimBlueprint.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Animation/Game/MainPlayer/Montages/Rifle/AssaultRifle_Reload.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Characters/M_Avg_Base_Skeleton/Aim_Offset_Pistol_Downsights_LC.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Characters/M_Avg_Base_Skeleton/AimOffsets/PistolDownsights.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Animation/Game/MainPlayer/Combat/Guns/AssaultRifle/Aim_AssaultRifle_DownS.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Animation/Game/MainPlayer/Locomotion/Small/Sprint/SprintLeanAdditive.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Building/ActorBlueprints/Prop/Bathroom_ToiletBowl01.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Macros/Advancement/E_ClassDamageValue.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Effects/Fort_Effects/Creatures/Elemental/Ice/IceShard.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/UI/DefaultFont.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Packages/Fortress_SharedMaterials/SubSurfaceProfile/SS_MistMonster_01.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Packages/Fortress_SharedMaterials/Base_Material/CharacterShader.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Packages/Fortress_SharedMaterials/Base_Material_Functions/BaseShaderMaterialFunction.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Environments/Props/Boxes/Materials/Boxes.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Environments/Hexmap/ParamCollection/DifficultyColors.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Characters/Enemies/Husk/Mesh/Husk/MorphTargets/BreathIn.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Effects/Fort_Effects/Effects/Atlas/P_ActivationWave.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/FortressPhysicalMaterials/Car.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Characters/Enemies/Husk/Mesh/Husk/Base_Husk_Physics.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Sounds/Reverb_Presets/OutdoorTown_01_Reverb.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Characters/Enemies/Husk/Mesh/Husk/Base_Husk.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Characters/Enemies/Husk/Mesh/Husk/Base_Husk_Skeleton.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Loot/Badges/MissionBadges/Art/Badge_General_Brush.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/UI/Styles/BlackButton_Glass.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Sounds/Attenuation/Fort_Critical_Hit_Close_Att.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Sounds/FortSoundClassesAndModes/Fort_Explosives_Large_PSM.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Sounds/Fort_UI_Sounds/FrontEnd/Fort_UI_Ablity_Unlock_Cue.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Sounds/FortSoundClassesAndModes/BandPass.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Sounds/Foley_Loot/Ingredients/Energy/Battery_Collect.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Packages/FortNite_Gameplay_Props/FORT_Grill.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Environments/Sets/Barn/Textures/T_Farm_Roof_Wood_Shingle_1.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Tools/Turntable/LightingScenarios/FortniteEvening/Textures/PanoHDR/FortniteEveningTargetCube_Tex.uasset"),bSkipTestWhenUnAttended=False)
+TestAssetsToOpen=(AssetToOpen=(FilePath="../../../FortniteGame/Content/Tools/Turntable/Textures/T_componentReflectiveTarget.uasset"),bSkipTestWhenUnAttended=False)
+ImportExportTestDefinitions=(ImportFilePath=(FilePath="../../../FortniteGame/Content/QA/AutomationAssets/chamferboxtestsimpleNormalsOff.FBX"),ExportFileExtension=,bSkipExport=False,FactorySettings=)
+ImportExportTestDefinitions=(ImportFilePath=(FilePath="../../../FortniteGame/Content/QA/AutomationAssets/chamferboxtestsimpleNormalsOn.FBX"),ExportFileExtension=,bSkipExport=False,FactorySettings=)
+ImportExportTestDefinitions=(ImportFilePath=(FilePath="../../../FortniteGame/Content/QA/AutomationAssets/Prop_Wood_Crate_01_D.tga"),ExportFileExtension="BMP",bSkipExport=False,FactorySettings=)
[NavMeshRenderingComponent]
bForceDisableNavmeshRendering=false
[/Script/NavigationSystem.NavigationSystemV1]
bInitialBuildingLocked=True
bSkipAgentHeightCheckWhenPickingNavData=True
DirtyAreasUpdateFreq=1.000000
[/Script/FortniteGame.FortNavMesh]
bForceRebuildOnLoad=true
[/Script/NavigationSystem.RecastNavMesh]
bDistinctlyDrawTilesBeingBuilt=True
DrawOffset=10.000000
bFixedTilePoolSize=False
TilePoolSize=1024
TileSizeUU=1000.f
TileSizeUU=1024.000000
CellSize=19.f
CellSize=17.000000
CellHeight=10.f
CellHeight=16.000000
AgentMaxSlope=44.f
AgentMaxSlope=44.509998
AgentMaxStepHeight=35.f
AgentMaxStepHeight=45.000000
MergeRegionSize=400.f
MergeRegionSize=340.000000
MaxSimplificationError=0.990000
DefaultMaxSearchNodes=2048.000000
DefaultMaxHierarchicalSearchNodes=2048.000000
RegionPartitioning=ChunkyMonotone
LayerPartitioning=Monotone
RegionChunkSplits=2
LayerChunkSplits=2
bSortNavigationAreasByCost=True
bPerformVoxelFiltering=False
bMarkLowHeightAreas=False
bUseVirtualFilters=False
bUseVoxelCache=False
HeuristicScale=0.999000
RuntimeGeneration=Dynamic
[/Script/NavigationSystem.NavigationData]
RuntimeGeneration=Dynamic
[/Script/Engine.RendererSettings]
r.MobileHDR=True
r.AllowOcclusionQueries=True
r.ExpandNewlyOcclusionTestedBBoxesAmount=75
r.MinScreenRadiusForLights=0.030000
r.MinScreenRadiusForDepthPrepass=0.030000
r.PrecomputedVisibilityWarning=False
r.TextureStreaming=True
r.NormalMapsForStaticLighting=False
r.GenerateMeshDistanceFields=True
r.GenerateLandscapeGIData=False
r.DistanceFieldBuild.Compress=True
r.DistanceFieldBuild.EightBit=True
r.TessellationAdaptivePixelsPerTriangle=48.000000
r.TranslucentSortPolicy=0
TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
r.CustomDepth=3
r.DefaultFeature.Bloom=True
r.DefaultFeature.AmbientOcclusion=True
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.DefaultFeature.AutoExposure=True
r.DefaultFeature.MotionBlur=True
r.DefaultFeature.LensFlare=False
r.DefaultFeature.AntiAliasing=2
r.EarlyZPass=2
r.EarlyZPassMovable=True
r.DBuffer=False
r.ClearSceneMethod=1
r.BasePassOutputsVelocity=True
r.WireframeCullThreshold=5.000000
r.LightShaftRenderToSeparateTranslucency=1
r.EarlyZPassOnlyMaterialMasking=True
r.VertexFoggingForOpaque=False
r.SelectiveBasePassOutputs=True
r.TonemapperFilm=1
r.Streaming.MaxTextureUVDensity=2500
r.Mobile.DisableVertexFog=False
r.MobileNumDynamicPointLights=0
r.Mobile.AllowMovableDirectionalLights=True
r.Mobile.AllowDistanceFieldShadows=False
r.Mobile.EnableStaticAndCSMShadowReceivers=False
r.Mobile.SkyLightPermutation=2
r.Mobile.CompressLandscapeWeightmaps=True
r.SupportStationarySkylight=False
r.SupportLowQualityLightmaps=False
r.SupportAtmosphericFog=False
r.GPUCrashDebugging=false
; FN at the moment relies on highp in pixel shaders
r.Mobile.ForceFullPrecisionInPS=1
OpenGL.UseEmulatedUBs=1
[/Script/MacTargetPlatform.MacTargetSettings]
-TargetedRHIs=SF_METAL_SM4
+CachedShaderFormats=SF_METAL_SM5
MaxShaderLanguageVersion=2
[/Script/UnrealEd.CookerSettings]
bCompileBlueprintsInDevelopmentMode=False
bIgnoreIniSettingsOutOfDateForIteration=True
bIgnoreScriptPackagesOutOfDateForIteration=False
+ModulesExcludedOnDedicatedServer=FortniteUI
DefaultASTCQualityBySize=2
DefaultASTCQualityBySpeed=2
[/Script/Engine.UserInterfaceSettings]
RenderFocusRule=Never
DefaultCursor=/Game/UI/Foundation/SoftwareCursors/InvisibleCursorWidget.InvisibleCursorWidget_C
ApplicationScale=1.000000
CustomScalingRuleClass=/Script/FortniteUI.BacchusDPICustomScalingRule
bLoadWidgetsOnDedicatedServer=False
UIScaleRule=Custom
UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,DefaultValue=340282346638528859811704183484516925440.000000,Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=0.666000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000))),ExternalCurve=None)
bAllowHighDPIInGameMode=True
[/Script/SignificanceManager.SignificanceManager]
SignificanceManagerClassName=/Script/FortniteGame.FortSignificanceManager
[/Script/Engine.NetworkSettings]
n.VerifyPeer=true
[NetworkReplayStreaming]
;DefaultFactoryName=NullNetworkReplayStreaming
;DefaultFactoryName=FortniteReplayStreamer
DefaultFactoryName=FortniteSaveGameReplayStreamer
[HttpNetworkReplayStreaming]
ServerURL="https://fortnitereplay-public-service-gamedev.ol.epicgames.net/replay/v2/"
[/Script/FortniteEditor.FortUnrealEdEngine]
SourceControlStatusBranchConfig="//GamePlugins/Main/Programs/RoboMerge/data/fortnite.branchmap.json"
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
AudioCallbackBufferFrameSize=256
AudioNumBuffersToEnqueue=7
[/Script/PS4MediaFactory.PS4MediaSettings]
NativeAudioOut=True
[/Script/PS4MediaFactory.PS4MediaSettings]
NativeAudioOut=True
[StaticMeshLODSettings]
-LevelArchitecture=(NumLODs=4,LightMapResolution=32,LODPercentTriangles=50,SilhouetteImportance=4,Name=LOCTEXT("LevelArchitectureLOD","Level Architecture"))
-SmallProp=(NumLODs=4,LODPercentTriangles=50,Name=LOCTEXT("SmallPropLOD","Small Prop"))
-LargeProp=(NumLODs=4,LODPercentTriangles=50,Name=LOCTEXT("LargePropLOD","Large Prop"))
-Deco=(NumLODs=4,LODPercentTriangles=50,Name=LOCTEXT("DecoLOD","Deco"))
-Vista=(NumLODs=1,Name=LOCTEXT("VistaLOD","Vista"))
-Foliage=(NumLODs=1,Name=LOCTEXT("FoliageLOD","Foliage"))
+Default=(NumLODs=3,LODPercentTriangles=50,PixelError=30,SilhouetteImportance=5,Name=LOCTEXT("DefaultLOD","Default"))
[FortStaticMeshLODSettings]
+LODGroupExclusionNames=_NoLOD
+LODGroupExclusionNames=S_DomPoint
LODGroupMinTriangles=256
[EngineSessionManager]
UseWatchdogMTBF=Yes
AllowWatchdogDialogs=Yes
[PacketHandlerComponents]
EncryptionComponent=AESHandlerComponent
Components=OodleHandlerComponent
[OodleHandlerComponent]
bEnableOodle=true
Mode=Release
PacketLogFile=PacketDump
bUseDictionaryIfPresent=true
ServerDictionary=Content/Oodle/FortniteGameOutput.udic
ClientDictionary=Content/Oodle/FortniteGameInput.udic
[/Script/Engine.AnimationSettings]
DefaultCompressionAlgorithm=Class'/Script/Engine.AnimCompress_PerTrackCompression'
bTickAnimationOnSkeletalMeshInit=False
[/Script/GameplayDebugger.GameplayDebuggerConfig]
+Categories=(CategoryName="BehaviorTree",SlotIdx=2,ActiveInGame=Disable)
[/Script/UnrealEd.HierarchicalLODSettings]
bForceSettingsInAllMaps=False
DefaultSetup=None
+MapsToBuild=(FilePath="/Game/Athena/Maps/Buildings/1x1/1x1_HLOD")
+MapsToBuild=(FilePath="/Game/Athena/Maps/Buildings/3x3/3x3_HLOD")
+MapsToBuild=(FilePath="/Game/Athena/Maps/Buildings/5x5/5x5_HLOD")
+MapsToBuild=(FilePath="/Game/Athena/Maps/Buildings/5x9/5x9_HLOD")
+MapsToBuild=(FilePath="/Game/Athena/Maps/Buildings/7x12/7x12_HLOD")
+MapsToBuild=(FilePath="/Game/Athena/Maps/Buildings/9x12/9x12_HLOD")
+MapsToBuild=(FilePath="/Game/Athena/Maps/POI/POI_Small_HLOD")
+MapsToBuild=(FilePath="/Game/Athena/Maps/POI/POI_Medium_HLOD")
+MapsToBuild=(FilePath="/Game/Athena/Maps/POI/POI_Large_HLOD")
+MapsToBuild=(FilePath="/Game/Athena/Maps/Landscape/Landscape_HLOD")
bInvalidateHLODClusters=True
bDeleteHLODAssets=False
[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
bSupportsOpenGLES2=False
bDevForArmV7=False
bDevForArm64=True
bShipForArmV7=False
bCookPVRTCTextures=False
bCookASTCTextures=True
AudioMaxChannels=16
CompressionOverrides=(bOverrideCompressionTimes=True,DurationThreshold=2.000000,MaxNumRandomBranches=1,SoundCueQualityIndex=2)
bAllowControllers=False
VersionInfo=7.40.0
MinimumiOSVersion=IOS_11
CompressionOverrides=(bOverrideCompressionTimes=True,DurationThreshold=2.000000,MaxNumRandomBranches=1,SoundCueQualityIndex=3)
CompressionQualityModifier=0.150000
MaxSampleRate=32000.000000
HighSampleRate=24000.000000
MedSampleRate=16000.000000
LowSampleRate=12000.000000
MinSampleRate=10000.000000
bResampleForDevice=True
bEnableIdleTimer=False
MaxShaderLanguageVersion=3
bSupportsITunesFileSharing=False
bSupportsPortraitOrientation=False
bSupportsUpsideDownOrientation=False
bSupportsLandscapeLeftOrientation=True
PreferredLandscapeOrientation=LandscapeLeft
[/Script/CrashlyticsEditor.CrashlyticsSettings]
APIKey=7a4cebd0324af21696e5e321802c5e26ba541cad
[RemoteSession]
bAutoHostWithGame=false
bAutoHostWithPIE=true
Quality=70
[/Script/Engine.AudioSettings]
DefaultSoundClassName=/Game/Sounds/FortSoundClassesAndModes/Master.Master
DefaultSoundConcurrencyName=None
DefaultBaseSoundMix=/Game/Sounds/FortSoundClassesAndModes/Fort_Default_Mix.Fort_Default_Mix
VoiPSoundClass=/Game/Sounds/FortSoundClassesAndModes/Fort_01_VOIP.Fort_01_VOIP
DefaultReverbSendLevel=0.200000
LowPassFilterResonance=0.900000
MaximumConcurrentStreams=10
+QualityLevels=(DisplayName=NSLOCTEXT("AudioSettings", "DefaultSettingsName", "Default"),MaxChannels=32)
+QualityLevels=(DisplayName=NSLOCTEXT("", "9B9FE4744AF7846DB6CF50AC91F8EE51", "Low"),MaxChannels=20)
+QualityLevels=(DisplayName=NSLOCTEXT("[/Script/Engine]", "CE9BB875451A8B074714BA9B6B36C3FE", "iOS"),MaxChannels=16)
+QualityLevels=(DisplayName=NSLOCTEXT("[/Script/Engine]", "66F9E485445C1C5DB47314A3AF62BA25", "Android"),MaxChannels=12)
bAllowVirtualizedSounds=True
bDisableMasterEQ=True
bDisableMasterReverb=False
bAllowCenterChannel3DPanning=True
DialogueFilenameFormat="{DialogueGuid}_{ContextId}"
DefaultMediaSoundClassName=/Game/Sounds/FortSoundClassesAndModes/RenderedCinematics.RenderedCinematics
[/Script/Slate.SlateSettings]
bExplicitCanvasChildZOrder=True
[/Script/Paper2D.PaperRuntimeSettings]
bEnableSpriteAtlasGroups=True
[/Script/WmfMediaFactory.WmfMediaSettings]
NativeAudioOut=False
[/Script/CinematicCamera.CineCameraComponent]
+LensPresets=(Name="Spectator Zoom",LensSettings=(MinFocalLength=8,MaxFocalLength=400,MinFStop=1.0,MaxFStop=22,MinimumFocusDistance=100))
[Analytics]
AppsFlyerAppleAppID=1261357853
AppsFlyerDevAppleAppID=000222000
AppsFlyerDevKey=SVhRej6PSX628tKmkAZh7a
AppsFlyerDevChannel=FN_Dev
AppsFlyerShippingChannel=FN_Live
[AnalyticsDevelopment]
AppsFlyerAppleAppID=1261357853
AppsFlyerDevAppleAppID=000222000
AppsFlyerDevKey=SVhRej6PSX628tKmkAZh7a
AppsFlyerDevChannel=FN_Dev
AppsFlyerShippingChannel=FN_Live
[AnalyticsDebug]
AppsFlyerAppleAppID=1261357853
AppsFlyerDevAppleAppID=000222000
AppsFlyerDevKey=SVhRej6PSX628tKmkAZh7a
AppsFlyerDevChannel=FN_Dev
AppsFlyerShippingChannel=FN_Live
[AnalyticsTest]
AppsFlyerAppleAppID=1261357853
AppsFlyerDevAppleAppID=000222000
AppsFlyerDevKey=SVhRej6PSX628tKmkAZh7a
AppsFlyerDevChannel=FN_Dev
AppsFlyerShippingChannel=FN_Live
[/Script/Engine.ProxyLODMeshSimplificationSettings]
r.ProxyLODMeshReductionModule=ProxyLODMeshReduction
; Mobile, cook low quality materials only as reserved for mobile
[ForwardShadingQuality_GLSL_ES2 ShaderPlatformQualitySettings]
QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
QualityOverrides[1]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
QualityOverrides[2]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
[ForwardShadingQuality_GLSL_ES3_1_ANDROID ShaderPlatformQualitySettings]
QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
QualityOverrides[1]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
QualityOverrides[2]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
[ForwardShadingQuality_SF_VULKAN_ES31_ANDROID ShaderPlatformQualitySettings]
QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
QualityOverrides[1]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
QualityOverrides[2]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
[ForwardShadingQuality_SF_VULKAN_ES31_ANDROID_NOUB ShaderPlatformQualitySettings]
QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
QualityOverrides[1]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
QualityOverrides[2]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
[ForwardShadingQuality_SF_METAL ShaderPlatformQualitySettings]
QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
QualityOverrides[1]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
QualityOverrides[2]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
; Desktop, cook low and high quality materials only
[ForwardShadingQuality_PCD3D_SM5 ShaderPlatformQualitySettings]
QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
QualityOverrides[1]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
QualityOverrides[2]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
[ForwardShadingQuality_SF_METAL_SM5 ShaderPlatformQualitySettings]
QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
QualityOverrides[1]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
QualityOverrides[2]=(bDiscardQualityDuringCook=True,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bDisableMaterialNormalCalculation=False,MobileCSMQuality=PCF_2x2)
[/Script/Engine.CollisionProfile]
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="BlockAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="BlockAllPhysics",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks and provides physics response to all actors by default. All new custom channels will use its own default response.",bCanModify=False)
+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="Pawn",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryOnly,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
+Profiles=(Name="Destructible",CollisionEnabled=QueryOnly,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
+Profiles=(Name="Ragdoll",CollisionEnabled=QueryOnly,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
+Profiles=(Name="FortPawnCapsule",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponWorldMulti",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh",Response=ECR_Ignore),(Channel="FCC_Query_PawnCapsule")),HelpMessage="Use for capsules of player or neutral pawns, or things that should behave like them",bCanModify=True)
+Profiles=(Name="FortAIPawnCapsule",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Query_PawnCapsule")),HelpMessage="DEPRECATED! Use for capsules of enemy pawns, or things that should behave like them",bCanModify=True)
+Profiles=(Name="FortPawnMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility"),(Channel="WorldDynamic"),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_WeaponMulti",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponPawnAndWorldMulti",Response=ECR_Overlap)),HelpMessage="Needs description",bCanModify=True)
+Profiles=(Name="FortBlockingCapsule",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh")),HelpMessage="Use for capsules of interactive objects that should block weapons and interaction ",bCanModify=True)
+Profiles=(Name="FortTriggerDefault",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_Interaction",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Object_Projectile",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileIgnoreAI",Response=ECR_Overlap)),HelpMessage="Use for objects that block weapons, interaction, and overlap most things",bCanModify=True)
+Profiles=(Name="FortTriggerOnlyWeapons",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponPawnAndWorldMulti",Response=ECR_Overlap),(Channel="FCC_Object_Projectile",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileIgnoreAI",Response=ECR_Overlap)),HelpMessage="Use for objects that should be shootable, but have no other collision.",bCanModify=True)
+Profiles=(Name="FortTriggerOnlyPawns",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponWorldMulti",Response=ECR_Ignore)),HelpMessage="Use for objects that should overlap pawns, but have no other collision.",bCanModify=True)
+Profiles=(Name="FortTriggerOnlyInteractions",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_Interaction")),HelpMessage="Use for objects that should be interactible, but have no other collision.",bCanModify=True)
+Profiles=(Name="FortOverlapDynamicAndDestructible",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap)),HelpMessage="Use for objects that should overlap pawns, but have no other collision.",bCanModify=True)
+Profiles=(Name="FortWeakSpot",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_WeakSpot")),HelpMessage="Use only for weak points, don\'t set in editor.",bCanModify=True)
+Profiles=(Name="FortStaticMesh",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Trace_Interaction"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_NonDestructible"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_World"),(Channel="FCC_Object_SpectatorDroneCamera")),HelpMessage="Use for static meshes that never move and cannot be interacted with",bCanModify=True)
+Profiles=(Name="FortBuildingMesh",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti",Response=ECR_Overlap),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_World"),(Channel="FCC_Trace_WeakSpot",Response=ECR_Overlap)),HelpMessage="Use for potentially interactive meshes that do not move",bCanModify=True)
+Profiles=(Name="FortBuildingMeshPhysics",CollisionEnabled=QueryAndPhysics,ObjectTypeName="",CustomResponses=((Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Trace_World"),(Channel="FCC_Object_ProjectileMesh")),HelpMessage="Use for potentially interactive mesh which must also collide with physics",bCanModify=True)
+Profiles=(Name="FortDynamicMesh",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_World")),HelpMessage="Use for meshes that can move, but need to be interactive and shootable",bCanModify=True)
+Profiles=(Name="FortDynamicMeshPhysics",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_World")),HelpMessage="Use for meshes that can move, but need to be interactive and shootable",bCanModify=True)
+Profiles=(Name="FortDynamicMeshIgnoreCamera",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_World")),HelpMessage="Same as FortDynamicMesh, but ignores camera collision",bCanModify=True)
+Profiles=(Name="FortDynamicMeshOverlapPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_World"),(Channel="Pawn",Response=ECR_Overlap)),HelpMessage="Same as FortDynamicMeshIgnoreCamera, but do not block pawns",bCanModify=True)
+Profiles=(Name="FortProjectileHitAllPawns",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_Projectile",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI")),HelpMessage="Projectile that stops when hitting any pawn or the world",bCanModify=True)
+Profiles=(Name="FortProjectileHitPawnMesh",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_ProjectileMesh",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI")),HelpMessage="Projectile that stops when hitting any pawn or the world",bCanModify=True)
+Profiles=(Name="FortProjectileHitPlayersOnly",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_ProjectileIgnoreAI",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap)),HelpMessage="Projectile that stops when hitting player pawns or the world",bCanModify=True)
+Profiles=(Name="FortProjectileHitPlayersAndWeapon",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_ProjectileIgnoreAI",CustomResponses=((Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap)),HelpMessage="Projectile that stops when hitting player pawns or the world",bCanModify=True)
+Profiles=(Name="FortProjectileOverlapPawns",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_Projectile",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="Projectile that only stops when hitting the world",bCanModify=True)
+Profiles=(Name="FortProjectileBall",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_Projectile",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="FCC_Object_Projectile",Response=ECR_Overlap)),HelpMessage="Ball Projectile that only stops when hitting the world",bCanModify=True)
+Profiles=(Name="FortAIPawnCapsuleOverlapPawns",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_PawnAI",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Query_PawnCapsule"),(Channel="FCC_Trace_WeaponWorldMulti",Response=ECR_Ignore)),HelpMessage="Use for capsules of enemy pawns, disabled collisions with other pawns",bCanModify=True)
+Profiles=(Name="FortAIPawnEnemyCapsuleLowLOD",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_PawnAI",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Query_PawnCapsule")),HelpMessage="Use for capsules of enemy pawns, disabled collisions with world and other pawns",bCanModify=True)
+Profiles=(Name="FortAIPawnEnemyAthenaCapsuleLowLOD",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_PawnAI",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Block),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Query_PawnCapsule")),HelpMessage="Use for capsules of enemy pawns, disabled collisions with world and other pawns",bCanModify=True)
+Profiles=(Name="FortAIPawnFriendlyCapsuleLowLOD",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Query_PawnCapsule")),HelpMessage="Use for capsules of friendly pawns, disabled collisions with world and other pawns",bCanModify=True)
+Profiles=(Name="FortAIPawnCapsuleGhost",CollisionEnabled=QueryOnly,ObjectTypeName="FCC_Object_PawnAI",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Query_PawnCapsule")),HelpMessage="Use for capsule of ghost-like enemies that pass through walls",bCanModify=True)
+Profiles=(Name="FortWater",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponCapsule",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponMulti",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponPawnAndWorldMulti",Response=ECR_Overlap),(Channel="FCC_Object_Projectile",Response=ECR_Overlap),(Channel="FCC_Trace_World",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileMesh",Response=ECR_Overlap),(Channel="FCC_Object_SpectatorDroneCamera",Response=ECR_Overlap),(Channel="FCC_Trace_WaterVolume")),HelpMessage="Use on all bodies of water. Blocks cameras and overlaps with other elements.",bCanModify=True)
+Profiles=(Name="FortSupplyDrop",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="PhysicsBody",Response=ECR_Ignore),(Channel="FCC_Trace_Interaction"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_World")),HelpMessage="Use for meshes that can move, but need to be interactive and shootable",bCanModify=True)
+Profiles=(Name="FortSupplyDropGroundTrace",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="FCC_Trace_World")),HelpMessage="Needs description",bCanModify=True)
+Profiles=(Name="FortCameraOnly",CollisionEnabled=QueryOnly,ObjectTypeName="",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Used for objects which collide only with the camera.",bCanModify=True)
+Profiles=(Name="FortPickup",CollisionEnabled=QueryOnly,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="WorldStatic"),(Channel="WorldDynamic"),(Channel="Pawn",Response=ECR_Overlap),(Channel="FCC_Trace_Interaction",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Used for pickups",bCanModify=True)
+Profiles=(Name="FortPickupTraceChannelOnly",CollisionEnabled=QueryOnly,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Overlap),(Channel="FCC_Trace_Interaction",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Used for pickups",bCanModify=True)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="FCC_Trace_Interaction",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="FCC_Trace_WeakSpot",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="FCC_Trace_WeaponCapsule",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="FCC_Object_PawnAI",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="FCC_Trace_WeaponMulti",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,Name="FCC_Trace_NonDestructible",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,Name="FCC_Trace_Weapon",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,Name="FCC_Object_Projectile",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel9,Name="FCC_Object_ProjectileIgnoreAI",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel10,Name="FCC_Query_PawnCapsule",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel11,Name="FCC_Trace_World",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel12,Name="FCC_Object_ProjectileMesh",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel13,Name="FCC_Object_SpectatorDroneCamera",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel14,Name="FCC_Trace_WeaponWorldMulti",DefaultResponse=ECR_Overlap,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel15,Name="FCC_Trace_WaterVolume",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel16,Name="FCC_Trace_WeaponPawnAndWorldMulti",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+EditProfiles=(Name="BlockAll",CustomResponses=((Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Object_SpectatorDroneCamera")))
+EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Object_PawnAI")))
+EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="FCC_Object_Projectile",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileIgnoreAI",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileMesh",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Trace_WaterVolume",Response=ECR_Ignore)))
+EditProfiles=(Name="OverlapAllDynamic",CustomResponses=((Channel="FCC_Object_Projectile",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileIgnoreAI",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileMesh",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="FCC_Trace_WaterVolume",Response=ECR_Ignore)))
+EditProfiles=(Name="IgnoreOnlyPawn",CustomResponses=((Channel="FCC_Trace_Weapon"),(Channel="FCC_Trace_WeaponMulti",Response=ECR_Overlap),(Channel="FCC_Trace_WeaponPawnAndWorldMulti",Response=ECR_Overlap)))
+EditProfiles=(Name="Pawn",CustomResponses=((Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Query_PawnCapsule"),(Channel="FCC_Object_PawnAI")))
+EditProfiles=(Name="Spectator",CustomResponses=((Channel="FCC_Query_PawnCapsule")))
+EditProfiles=(Name="Trigger",CustomResponses=((Channel="FCC_Object_Projectile",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileIgnoreAI",Response=ECR_Overlap),(Channel="FCC_Object_ProjectileMesh",Response=ECR_Overlap),(Channel="FCC_Object_PawnAI",Response=ECR_Overlap),(Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)))
+EditProfiles=(Name="OverlapOnlyPawn",CustomResponses=((Channel="FCC_Object_PawnAI",Response=ECR_Overlap)))
+EditProfiles=(Name="PhysicsActor",CustomResponses=((Channel="FCC_Object_PawnAI")))
+EditProfiles=(Name="Destructible",CustomResponses=((Channel="FCC_Object_PawnAI")))
+EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="FCC_Object_PawnAI")))
+EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="FCC_Object_PawnAI")))
+EditProfiles=(Name="Vehicle",CustomResponses=((Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_Interaction"),(Channel="FCC_Object_Projectile",Response=ECR_Ignore),(Channel="FCC_Object_ProjectileIgnoreAI",Response=ECR_Ignore),(Channel="FCC_Object_ProjectileMesh",Response=ECR_Ignore),(Channel="FCC_Object_SpectatorDroneCamera"),(Channel="FCC_Trace_WeaponCapsule",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponMulti",Response=ECR_Ignore),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Trace_Weapon",Response=ECR_Ignore),(Channel="FCC_Query_PawnCapsule"),(Channel="FCC_Trace_WeaponWorldMulti",Response=ECR_Ignore)))
+EditProfiles=(Name="BlockAllPhysics",CustomResponses=((Channel="FCC_Trace_WeaponCapsule"),(Channel="FCC_Object_PawnAI"),(Channel="FCC_Trace_WeaponMulti"),(Channel="FCC_Trace_WeaponPawnAndWorldMulti"),(Channel="FCC_Trace_Weapon"),(Channel="FCC_Object_Projectile"),(Channel="FCC_Object_ProjectileIgnoreAI"),(Channel="FCC_Object_ProjectileMesh"),(Channel="FCC_Object_SpectatorDroneCamera")))
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+ProfileRedirects=(OldName="FortCarriedWeapon",NewName="NoCollision")
+ProfileRedirects=(OldName="FortBuildingSMA",NewName="FortBuildingMesh")
+ProfileRedirects=(OldName="FortRift",NewName="FortBlockingCapsule")
+ProfileRedirects=(OldName="FortGeneratorCapsule",NewName="FortTriggerDefault")
+ProfileRedirects=(OldName="FortCTFFlag",NewName="FortTriggerDefault")
+ProfileRedirects=(OldName="FortProjectileIgnorePawns",NewName="FortProjectileOverlapPawns")
+ProfileRedirects=(OldName="FortAIPawnCapsuleIgnorePawns",NewName="FortAIPawnCapsuleOverlapPawns")
+ProfileRedirects=(OldName="FortAIPawnCapsuleTakerSwoop",NewName="FortAIPawnCapsuleOverlapPawns")
+ProfileRedirects=(OldName="Water",NewName="FortWater")
-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
[/Script/Engine.StaticMeshComponent]
bCanEverAffectNavigation=False
[/Script/Engine.SkinnedMeshComponent]
VisibilityBasedAnimTickOption = EVisibilityBasedAnimTickOption::OnlyTickPoseWhenRendered
[EnumRemap]
TEXTUREGROUP_Project01.DisplayName=Glider
TEXTUREGROUP_Project02.DisplayName=Pickaxe
TEXTUREGROUP_Project03.DisplayName=Back Bling
TEXTUREGROUP_Project04.DisplayName=Spray Decal
[/Script/Engine.SkeletalMeshSimplificationSettings]
r.SkeletalMeshReductionModule=SkeletalMeshReduction
[/Script/HelpshiftEditor.HelpshiftSettings]
APIKey=5ac5f7da74a05226b76d01e68ddba714
DomainName=eg-sandbox.helpshift.com
AppID=eg-sandbox_platform_20180410193434707-094cce0c23eadf4
[/Script/MeshNetwork.MeshNetDriver]
NetConnectionClassName="/Script/MeshNetwork.MeshConnection"
!ChannelDefinitions=CLEAR_ARRAY
+ChannelDefinitions=(ChannelName=Control, ClassName=/Script/Engine.ControlChannel, StaticChannelIndex=0, bTickOnCreate=true, bServerOpen=false, bClientOpen=true, bInitialServer=false, bInitialClient=true)
+ChannelDefinitions=(ChannelName=Actor, ClassName=/Script/Engine.ActorChannel, StaticChannelIndex=-1, bTickOnCreate=false, bServerOpen=true, bClientOpen=false, bInitialServer=false, bInitialClient=false)
+ChannelDefinitions=(ChannelName=LiveStreamVoice, ClassName=/Script/LiveStreamVoice.LiveStreamVoiceChannel, StaticChannelIndex=-1, bTickOnCreate=true, bServerOpen=true, bClientOpen=false, bInitialServer=false, bInitialClient=false)
[/Script/MeshNetwork.MeshBeaconHost]
BeaconConnectionInitialTimeout=30.0
BeaconConnectionTimeout=30.0
ListenPort=16000
MaxConnections=200
[/Script/MeshNetwork.MeshBeaconClient]
BeaconConnectionInitialTimeout=30.0
BeaconConnectionTimeout=30.0
[/Script/FortniteGame.FortLevelSaveComponent]
PublishRateLimitSeconds=60
[/Script/Engine.NetDriver]
+ChannelDefinitions=(ChannelName=LiveStreamVoice, ClassName=/Script/LiveStreamVoice.LiveStreamVoiceChannel, StaticChannelIndex=-1, bTickOnCreate=true, bServerOpen=true, bClientOpen=false, bInitialServer=false, bInitialClient=false)
[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-2800.000000
DefaultTerminalVelocity=4000.000000
DefaultFluidFriction=0.300000
SimulateScratchMemorySize=262144
RagdollAggregateThreshold=4
TriangleMeshTriangleMinAreaThreshold=5.000000
bEnableAsyncScene=False
bEnableShapeSharing=False
bEnablePCM=False
bEnableStabilization=False
bWarnMissingLocks=True
bEnable2DPhysics=False
PhysicErrorCorrection=(PingExtrapolation=0.300000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=0.200000,MaxRestoredStateError=2.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000100,AngleLerp=0.020000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=50.000000,ErrorAccumulationSeconds=3.000000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000)
LockedAxis=Invalid
DefaultDegreesOfFreedom=Full3D
BounceThresholdVelocity=200.000000
FrictionCombineMode=Average
RestitutionCombineMode=Average
MaxAngularVelocity=3600.000000
MaxDepenetrationVelocity=0.000000
ContactOffsetMultiplier=0.010000
MinContactOffset=0.000100
MaxContactOffset=1.000000
bSimulateSkeletalMeshOnDedicatedServer=False
DefaultShapeComplexity=CTF_UseSimpleAndComplex
bDefaultHasComplexCollision=True
bSuppressFaceRemapTable=True
bSupportUVFromHitResults=False
bDisableActiveActors=False
bDisableKinematicStaticPairs=False
bDisableKinematicKinematicPairs=False
bDisableCCD=False
bEnableEnhancedDeterminism=False
MaxPhysicsDeltaTime=0.033333
bSubstepping=False
bSubsteppingAsync=False
MaxSubstepDeltaTime=0.033333
MaxSubsteps=3
SyncSceneSmoothingFactor=0.000000
AsyncSceneSmoothingFactor=0.990000
InitialAverageFrameRate=0.016667
PhysXTreeRebuildRate=100
+PhysicalSurfaces=(Type=SurfaceType1,Name="Wood")
+PhysicalSurfaces=(Type=SurfaceType2,Name="Stone")
+PhysicalSurfaces=(Type=SurfaceType3,Name="Metal")
+PhysicalSurfaces=(Type=SurfaceType4,Name="HumanFlesh")
+PhysicalSurfaces=(Type=SurfaceType5,Name="HumanOppositionFlesh")
+PhysicalSurfaces=(Type=SurfaceType6,Name="HuskFlesh")
+PhysicalSurfaces=(Type=SurfaceType7,Name="PurpleFlesh")
+PhysicalSurfaces=(Type=SurfaceType8,Name="Water")
+PhysicalSurfaces=(Type=SurfaceType9,Name="Grass")
+PhysicalSurfaces=(Type=SurfaceType10,Name="Dirt")
+PhysicalSurfaces=(Type=SurfaceType11,Name="Explosive")
+PhysicalSurfaces=(Type=SurfaceType12,Name="WeakSpot")
+PhysicalSurfaces=(Type=SurfaceType13,Name="Objective")
+PhysicalSurfaces=(Type=SurfaceType14,Name="WeakSpot_Wood")
+PhysicalSurfaces=(Type=SurfaceType15,Name="WeakSpot_Stone")
+PhysicalSurfaces=(Type=SurfaceType16,Name="WeakSpot_Metal")
+PhysicalSurfaces=(Type=SurfaceType17,Name="TakerFlesh")
+PhysicalSurfaces=(Type=SurfaceType18,Name="Glass")
+PhysicalSurfaces=(Type=SurfaceType19,Name="HuskFleshMetal")
+PhysicalSurfaces=(Type=SurfaceType20,Name="HuskFleshIce")
+PhysicalSurfaces=(Type=SurfaceType21,Name="HuskFleshElectric")
+PhysicalSurfaces=(Type=SurfaceType22,Name="HuskFleshFire")
+PhysicalSurfaces=(Type=SurfaceType23,Name="Snow")
+PhysicalSurfaces=(Type=SurfaceType24,Name="Ice")
+PhysicalSurfaces=(Type=SurfaceType25,Name="Lava")
DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=True,MBPBounds=(Min=(X=-310088.000000,Y=-341252.000000,Z=-5120.000000),Max=(X=359836.000000,Y=275920.000000,Z=135041.000000),IsValid=1),MBPNumSubdivs=10)