[/Script/HardwareTargeting.HardwareTargetingSettings] TargetedHardwareClass=Desktop AppliedTargetedHardwareClass=Desktop DefaultGraphicsPerformance=Maximum AppliedDefaultGraphicsPerformance=Maximum [Audio] UnfocusedVolumeMultiplier=1.0 [/Script/Engine.RendererSettings] r.SeparateTranslucency=False r.CustomDepth=0 r.DefaultFeature.Bloom=False r.DefaultFeature.AmbientOcclusion=False r.DefaultFeature.AmbientOcclusionStaticFraction=False r.DefaultFeature.AutoExposure=False r.DefaultFeature.AutoExposure.Method=2 r.DefaultFeature.MotionBlur=False vr.InstancedStereo=True r.NormalMapsForStaticLighting=False r.MobileNumDynamicPointLights=2 r.EarlyZPass=3 r.ClearSceneMethod=1 r.MobileHDR=False r.ForwardShading=True r.DefaultFeature.AntiAliasing=3 r.ReflectionCaptureResolution=128 r.Streaming.MaxTempMemoryAllowed=512 r.EarlyZPassMovable=False r.ParallelTranslucency=0 r.ReflectionEnvironmentLightmapMixBasedOnRoughness=False r.DBuffer=True r.SupportAtmosphericFog=False r.SupportPointLightWholeSceneShadows=False r.SupportStationarySkylight=False r.Mobile.EnableStaticAndCSMShadowReceivers=False r.Mobile.AllowDistanceFieldShadows=False r.Mobile.AllowMovableDirectionalLights=False r.TextureStreaming=True r.Streaming.UseNewMetrics=False r.MobileMSAA=1 r.TonemapperFilm=0 r.Tonemapper.Quality=0 vr.RoundRobinOcclusion=True r.Shadow.UnbuiltPreviewInGame=False r.GBufferFormat=1 r.Mobile.UseLegacyShadingModel=True r.AllowOcclusionQueries=True [/Script/Engine.Engine] SmoothedFrameRateRange=(LowerBound=(Type=Inclusive,Value=100.000000),UpperBound=(Type=Exclusive,Value=120.000000)) MinDesiredFrameRate=100.000000 NearClipPlane=1.000000 bSmoothFrameRate=False bUseFixedFrameRate=False FixedFrameRate=90.000000 [/Script/AIModule.CrowdManager] bResolveCollisions=True [/Script/NavigationSystem.RecastNavMesh] RuntimeGeneration=Dynamic bForceRebuildOnLoad=True [/Script/AIModule.AISystem] DefaultSightCollisionChannel=ECC_Visibility bEnableDebuggerPlugin=False bEnableBTAITasks=True [/Script/Engine.UserInterfaceSettings] RenderFocusRule=NavigationOnly DefaultCursor=None TextEditBeamCursor=None CrosshairsCursor=None HandCursor=None GrabHandCursor=None GrabHandClosedCursor=None SlashedCircleCursor=None ApplicationScale=1.000000 UIScaleRule=ShortestSide CustomScalingRuleClass=None UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=0.666000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000)),DefaultValue=340282346638528859811704183484516925440.000000),ExternalCurve=None) [/Script/Engine.EndUserSettings] bSendAnonymousUsageDataToEpic=False [/Script/WindowsTargetPlatform.WindowsTargetSettings] -TargetedRHIs=PCD3D_SM5 -TargetedRHIs=PCD3D_SM4 +TargetedRHIs=PCD3D_SM5 MinimumOSVersion=MSOS_Vista AudioDevice= [/Script/Engine.AudioSettings] DefaultSoundClassName=/Engine/EngineSounds/Master.Master DefaultSoundConcurrencyName=None DefaultSoundSubmixName=/Engine/EngineSounds/MasterSubmix.MasterSubmix DefaultBaseSoundMix=None VoiPSoundClass=None LowPassFilterResonance=0.900000 MaximumConcurrentStreams=2 +QualityLevels=(DisplayName=NSLOCTEXT("AudioSettings", "DefaultSettingsName", "Default"),MaxChannels=64) bAllowVirtualizedSounds=False DialogueFilenameFormat="{DialogueGuid}_{ContextId}" [/Script/NavigationSystem.NavigationSystemV1] CrowdManagerClass=Class'/Script/AIModule.CrowdManager' bAutoCreateNavigationData=True bSpawnNavDataInNavBoundsLevel=False bAllowClientSideNavigation=True bShouldDiscardSubLevelNavData=True bTickWhilePaused=False bInitialBuildingLocked=False bSkipAgentHeightCheckWhenPickingNavData=False DataGatheringMode=Lazy bGenerateNavigationOnlyAroundNavigationInvokers=False ActiveTilesUpdateInterval=1.000000 +SupportedAgents=(Name="Default",Color=(B=0,G=255,R=140,A=164),DefaultQueryExtent=(X=50.000000,Y=50.000000,Z=250.000000),NavigationDataClassName=/Script/NavigationSystem.RecastNavMesh,AgentRadius=50.000000,AgentHeight=144.000000,AgentStepHeight=-1.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData=/Script/NavigationSystem.RecastNavMesh,bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False) DirtyAreasUpdateFreq=60.000000 [/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"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False) -Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False) -Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) -Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) -Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) -Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) -Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False) -Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False) -Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False) -Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(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="HitBox",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="Bullet",Response=ECR_Overlap),(Channel="Grabbable",Response=ECR_Ignore),(Channel="FlashBang",Response=ECR_Ignore)),HelpMessage="Hitbox bounding box",bCanModify=True) +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"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False) +Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False) +Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) +Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) +Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) +Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) +Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False) +Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False) +Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False) +Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(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="HitBox",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="Bullet",Response=ECR_Overlap),(Channel="Grabbable",Response=ECR_Ignore),(Channel="FlashBang",Response=ECR_Ignore)),HelpMessage="Hitbox bounding box",bCanModify=True) -DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Bullet",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False) -DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="Grabbable",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False) -DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="Sound",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False) -DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="FlashBang",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False) -DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="GunFoley",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False) -DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,Name="UI",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Bullet",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="Grabbable",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="Sound",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="FlashBang",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="GunFoley",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,Name="UI",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False) +DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,Name="Bomb",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False) -EditProfiles=(Name="UI",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Bullet",Response=ECR_Ignore),(Channel="Grabbable",Response=ECR_Ignore),(Channel="FlashBang",Response=ECR_Ignore))) -EditProfiles=(Name="BlockAll",CustomResponses=((Channel="Sound"))) -EditProfiles=(Name="Trigger",CustomResponses=((Channel="Bullet",Response=ECR_Overlap),(Channel="Grabbable",Response=ECR_Overlap),(Channel="FlashBang",Response=ECR_Ignore))) -EditProfiles=(Name="NoCollision",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) -EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) -EditProfiles=(Name="IgnoreOnlyPawn",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) -EditProfiles=(Name="Pawn",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) -EditProfiles=(Name="Spectator",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) -EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) -EditProfiles=(Name="PhysicsActor",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) -EditProfiles=(Name="Destructible",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) -EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) -EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) -EditProfiles=(Name="Ragdoll",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) -EditProfiles=(Name="Vehicle",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) -EditProfiles=(Name="OverlapOnlyPawn",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) -EditProfiles=(Name="OverlapAllDynamic",CustomResponses=((Channel="FlashBang",Response=ECR_Overlap),(Channel="Bullet",Response=ECR_Overlap),(Channel="Grabbable",Response=ECR_Overlap))) -EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) +EditProfiles=(Name="UI",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Bullet",Response=ECR_Ignore),(Channel="Grabbable",Response=ECR_Ignore),(Channel="FlashBang",Response=ECR_Ignore))) +EditProfiles=(Name="BlockAll",CustomResponses=((Channel="Sound"))) +EditProfiles=(Name="Trigger",CustomResponses=((Channel="Bullet",Response=ECR_Overlap),(Channel="Grabbable",Response=ECR_Overlap),(Channel="FlashBang",Response=ECR_Ignore))) +EditProfiles=(Name="NoCollision",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) +EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) +EditProfiles=(Name="IgnoreOnlyPawn",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) +EditProfiles=(Name="Pawn",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) +EditProfiles=(Name="Spectator",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) +EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) +EditProfiles=(Name="PhysicsActor",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) +EditProfiles=(Name="Destructible",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) +EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) +EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) +EditProfiles=(Name="Ragdoll",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) +EditProfiles=(Name="Vehicle",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) +EditProfiles=(Name="OverlapOnlyPawn",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore))) +EditProfiles=(Name="OverlapAllDynamic",CustomResponses=((Channel="FlashBang",Response=ECR_Overlap),(Channel="Bullet",Response=ECR_Overlap),(Channel="Grabbable",Response=ECR_Overlap))) +EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="FlashBang",Response=ECR_Ignore),(Channel="Bullet",Response=ECR_Overlap),(Channel="Grabbable",Response=ECR_Overlap))) -ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") -ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") -ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") -ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") -ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") +ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") +ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") +ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") +ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") +ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") -CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") -CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") -CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") -CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") +CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") +CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") +CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") +CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") [/Script/Engine.StreamingSettings] s.EventDrivenLoaderEnabled=False [/Script/Slate.SlateSettings] bVirtualKeyboardDisplayOnFocus=False [/Script/Engine.NetworkSettings] net.MaxRepArraySize=2048 [/Script/IOSRuntimeSettings.IOSRuntimeSettings] bSupportsPortraitOrientation=False bSupportsUpsideDownOrientation=False bSupportsLandscapeLeftOrientation=True PreferredLandscapeOrientation=LandscapeLeft [/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] bBuildForES31=True bBuildForES2=False bBuildForArmV7=False bBuildForArm64=True bMultiTargetFormat_ATC=False bMultiTargetFormat_PVRTC=False bMultiTargetFormat_DXT=False bMultiTargetFormat_ETC2=False bMultiTargetFormat_ETC1a=False bMultiTargetFormat_ETC1=False [/Script/Engine.PhysicsSettings] DefaultGravityZ=-980.000000 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=0.100000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,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=True DefaultShapeComplexity=CTF_UseSimpleAndComplex bDefaultHasComplexCollision=True bSuppressFaceRemapTable=False bSupportUVFromHitResults=False bDisableActiveActors=False bDisableKinematicStaticPairs=False bDisableKinematicKinematicPairs=False bDisableCCD=False bEnableEnhancedDeterminism=False MaxPhysicsDeltaTime=0.033333 bSubstepping=False bSubsteppingAsync=False MaxSubstepDeltaTime=0.016667 MaxSubsteps=6 SyncSceneSmoothingFactor=0.000000 AsyncSceneSmoothingFactor=0.990000 InitialAverageFrameRate=0.016667 PhysXTreeRebuildRate=10 +PhysicalSurfaces=(Type=SurfaceType1,Name="Dummy") +PhysicalSurfaces=(Type=SurfaceType2,Name="Headshot") +PhysicalSurfaces=(Type=SurfaceType3,Name="Flesh") +PhysicalSurfaces=(Type=SurfaceType4,Name="Glass") +PhysicalSurfaces=(Type=SurfaceType5,Name="Metal") +PhysicalSurfaces=(Type=SurfaceType6,Name="Wood") +PhysicalSurfaces=(Type=SurfaceType7,Name="Concrete") +PhysicalSurfaces=(Type=SurfaceType8,Name="Carpet") +PhysicalSurfaces=(Type=SurfaceType9,Name="Fabric") +PhysicalSurfaces=(Type=SurfaceType10,Name="Water") +PhysicalSurfaces=(Type=SurfaceType11,Name="Dirt") +PhysicalSurfaces=(Type=SurfaceType33,Name="Flesh_Thin") +PhysicalSurfaces=(Type=SurfaceType34,Name="Glass_Thin") +PhysicalSurfaces=(Type=SurfaceType35,Name="Metal_Thin") +PhysicalSurfaces=(Type=SurfaceType36,Name="Wood_Thin") +PhysicalSurfaces=(Type=SurfaceType37,Name="Concrete_Thin") +PhysicalSurfaces=(Type=SurfaceType38,Name="Carpet_Thin") +PhysicalSurfaces=(Type=SurfaceType39,Name="Fabric_Thin") +PhysicalSurfaces=(Type=SurfaceType40,Name="Water_Thin") +PhysicalSurfaces=(Type=SurfaceType41,Name="Dirt_Thin") DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2)