Merged GameIdea with Newly made ARPG systems
This commit is contained in:
File diff suppressed because one or more lines are too long
@@ -1,17 +0,0 @@
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[/Script/VREditor.VRModeSettings]
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bEnableAutoVREditMode=False
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bAutokeySequences=True
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InteractorHand=Right
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bShowWorldMovementGrid=False
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bShowWorldMovementPostProcess=False
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bShowWorldScaleProgressBar=True
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UIBrightness=1.500000
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GizmoScale=0.800000
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DoubleClickTime=0.250000
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TriggerPressedThreshold_Vive=0.330000
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TriggerPressedThreshold_Rift=0.500000
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bScaleWorldWithDynamicPivot=True
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bAllowSimultaneousWorldScalingAndRotation=True
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@@ -1,118 +1,39 @@
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[/Script/HardwareTargeting.HardwareTargetingSettings]
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; quality settings
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TargetedHardwareClass=Desktop
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AppliedTargetedHardwareClass=Desktop
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DefaultGraphicsPerformance=Maximum
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AppliedDefaultGraphicsPerformance=Maximum
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[URL]
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GameName=ThisWillWork
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[/Script/EngineSettings.GameMapsSettings]
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EditorStartupMap=/Game/ThirdPerson/Lvl_ThirdPerson.Lvl_ThirdPerson
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GameDefaultMap=/Game/ThirdPerson/Lvl_ThirdPerson.Lvl_ThirdPerson
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TransitionMap=
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bUseSplitscreen=True
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TwoPlayerSplitscreenLayout=Horizontal
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ThreePlayerSplitscreenLayout=FavorTop
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GlobalDefaultGameMode=/Game/Blueprints/Character/BP_ThirdPersonGameMode.BP_ThirdPersonGameMode_C
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GlobalDefaultServerGameMode=None
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[/Script/Engine.RendererSettings]
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; exposure control and tone mapping settings
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r.Tonemapper.Sharpen=2
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r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
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r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
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r.DefaultFeature.Bloom=False
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r.DefaultFeature.AutoExposure=False
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r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
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r.DefaultFeature.LocalExposure.HighlightContrastScale=1.0
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r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
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r.DefaultFeature.LocalExposure.ShadowContrastScale=1.0
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r.DefaultFeature.MotionBlur=False
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r.SceneRenderTargetResizeMethod=2
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; dynamic gi settings
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r.LightPropagationVolume=0
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; quality settings
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r.ReflectionCaptureResolution=2048
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r.AllowStaticLighting=True
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r.HighResScreenshotDelay=8
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r.DefaultBackBufferPixelFormat=4
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r.AllowGlobalClipPlane=False
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r.GBufferFormat=3
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; shader settings
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r.PostProcessing.PropagateAlpha=1
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r.SupportSkyAtmosphereAffectsHeightFog=True
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r.DefaultFeature.LensFlare=True
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r.ClearCoatNormal=False
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r.NormalMapsForStaticLighting=False
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r.GenerateMeshDistanceFields=True
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r.DynamicGlobalIlluminationMethod=1
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r.ReflectionMethod=1
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r.GenerateMeshDistanceFields=True
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r.DynamicGlobalIlluminationMethod=1
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r.Lumen.TraceMeshSDFs=0
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r.Shadow.Virtual.Enable=1
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r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
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r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true
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r.AllowStaticLighting=False
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r.SkinCache.CompileShaders=True
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r.RayTracing=True
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r.Shadow.Virtual.Enable=1
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r.AntiAliasingMethod=3
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r.ForwardShading=True
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r.RayTracing.RayTracingProxies.ProjectEnabled=True
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[/Script/EngineSettings.GameMapsSettings]
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;defines what level to be loaded by default in the editor and at playback time
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EditorStartupMap=/Game/Maps/ThirdPersonMap.ThirdPersonMap
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EditorStartupMap=/Game/Maps/ThirdPersonMap.ThirdPersonMap
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r.Substrate=True
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[/Script/UnrealEd.UnrealEdEngine]
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; Remove Engine Template maps
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-TemplateMapInfos=(ThumbnailTexture=Texture2D'/Engine/Maps/Templates/Thumbnails/VR-Basic.VR-Basic',Map="/Engine/Maps/Templates/VR-Basic")
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r.Substrate.ProjectGBufferFormat=0
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r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
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; Allows for Hardware Accelerated Video Decoding
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[/Script/WmfMediaFactory.WmfMediaSettings]
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AllowNonStandardCodecs=True
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HardwareAcceleratedVideoDecoding=True
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LowLatency=False
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NativeAudioOut=False
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; Adds Virtual Scouting Widget for VR Scouting
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[/Script/VPUtilitiesEditor.VPUtilitiesEditorSettings]
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VirtualScoutingUI=/VirtualProductionUtilities/Editor/VirtualScoutingWidget.VirtualScoutingWidget_C
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FlightSpeed=0.500000
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GripNavSpeed=0.250000
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bUseMetric=False
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bUseTransformGizmo=False
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bUseGripInertiaDamping=True
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InertiaDamping=0.950000
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bIsHelperSystemEnabled=True
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ScoutingSubsystemEdititorUtilityActorClassPath=/VirtualProductionUtilities/VirtualProductionHelpers.VirtualProductionHelpers_C
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; Enables WebControl API
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WebControl.EnableServerOnStartup=1
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;Adds Remote Session for Vcam
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[RemoteSession]
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+Channels=(Name=FRemoteSessionFrameBufferChannel,Mode=Write)
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+Channels=(Name=FRemoteSessionInputChannel,Mode=Read)
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+Channels=(Name=FRemoteSessionXRTrackingChannel,Mode=Read)
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; Setup for Multiuser
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[/Script/Concert.ConcertClientConfig]
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bIsHeadless=False
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bInstallEditorToolbarButton=True
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bAutoConnect=False
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DefaultServerURL=
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DefaultSessionName=
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DefaultSessionToRestore=
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DefaultSaveSessionAs=
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ClientSettings=(DisplayName="",AvatarColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),DesktopAvatarActorClass=/ConcertSyncClient/DesktopPresence.DesktopPresence_C,VRAvatarActorClass=/ConcertSyncClient/VRPresence.VRPresence_C,DiscoveryTimeoutSeconds=5,SessionTickFrequencySeconds=1,LatencyCompensationMs=0.000000,Tags=)
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EndpointSettings=(bEnableLogging=False,PurgeProcessedMessageDelaySeconds=30,RemoteEndpointTimeoutSeconds=60)
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; Setup for Ndisplay
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[/Script/DisplayClusterEditor.DisplayClusterEditorSettings]
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bEnabled=True
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r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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@@ -121,19 +42,51 @@ DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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+D3D12TargetedShaderFormats=PCD3D_SM6
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-D3D11TargetedShaderFormats=PCD3D_SM5
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+D3D11TargetedShaderFormats=PCD3D_SM5
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Compiler=Default
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AudioSampleRate=48000
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AudioCallbackBufferFrameSize=1024
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AudioNumBuffersToEnqueue=1
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AudioMaxChannels=0
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AudioNumSourceWorkers=4
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SpatializationPlugin=
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SourceDataOverridePlugin=
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ReverbPlugin=
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OcclusionPlugin=
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CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0)
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CacheSizeKB=65536
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MaxChunkSizeOverrideKB=0
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bResampleForDevice=False
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MaxSampleRate=48000.000000
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HighSampleRate=32000.000000
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MedSampleRate=24000.000000
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LowSampleRate=12000.000000
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MinSampleRate=8000.000000
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CompressionQualityModifier=1.000000
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AutoStreamingThreshold=0.000000
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SoundCueCookQualityIndex=-1
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[/Script/LinuxTargetPlatform.LinuxTargetSettings]
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-TargetedRHIs=SF_VULKAN_SM5
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+TargetedRHIs=SF_VULKAN_SM6
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[/Script/MacTargetPlatform.MacTargetSettings]
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-TargetedRHIs=SF_METAL_SM5
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+TargetedRHIs=SF_METAL_SM6
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[/Script/HardwareTargeting.HardwareTargetingSettings]
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TargetedHardwareClass=Desktop
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AppliedTargetedHardwareClass=Desktop
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DefaultGraphicsPerformance=Maximum
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AppliedDefaultGraphicsPerformance=Maximum
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[/Script/Engine.Engine]
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+ActiveGameNameRedirects=(OldGameName="TP_ME_BlankBP",NewGameName="/Script/GameIdeaV5_5")
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+ActiveGameNameRedirects=(OldGameName="/Script/TP_ME_BlankBP",NewGameName="/Script/GameIdeaV5_5")
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+ActiveGameNameRedirects=(OldGameName="TP_ThirdPersonBP",NewGameName="/Script/ThisWillWork")
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+ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPersonBP",NewGameName="/Script/ThisWillWork")
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=True
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bAllowNetworkConnection=True
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SecurityToken=5DECEAF8464285154FCEADA49AB31214
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SecurityToken=3EC7DF2041FFF50A8C1EF9A40AA75285
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bIncludeInShipping=False
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bAllowExternalStartInShipping=False
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bCompileAFSProject=False
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@@ -144,9 +97,6 @@ ConnectionType=USBOnly
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bUseManualIPAddress=False
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ManualIPAddress=
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[/Script/NavigationSystem.RecastNavMesh]
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RuntimeGeneration=Dynamic
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[/Script/Engine.CollisionProfile]
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-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
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-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)
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@@ -168,23 +118,23 @@ RuntimeGeneration=Dynamic
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-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)
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+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
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+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,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. ")
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+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,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. ")
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+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.")
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+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
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+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
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+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
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+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((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)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
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+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
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+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
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+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
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||||
+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
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+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
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+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
|
||||
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
|
||||
+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",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_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")
|
||||
+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,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.")
|
||||
+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,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.")
|
||||
+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
|
||||
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",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. ")
|
||||
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="RoomOverlap")
|
||||
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,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. ")
|
||||
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="GroundDrop")
|
||||
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
|
||||
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
|
||||
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
|
||||
@@ -203,5 +153,4 @@ RuntimeGeneration=Dynamic
|
||||
+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
|
||||
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
|
||||
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
|
||||
+CollisionChannelRedirects=(OldName="collision",NewName="RoomOverlap")
|
||||
|
||||
|
||||
BIN
Content/Data/Items/Equipment/Amulets/IDA_Amulet_Sapphire.uasset
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Content/Data/Items/Equipment/Amulets/IDA_Amulet_Sapphire.uasset
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BIN
Content/Data/Items/Equipment/Belts/IDA_Belt_Leather.uasset
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Content/Data/Items/Equipment/Belts/IDA_Belt_Leather.uasset
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BIN
Content/Data/Items/Equipment/Boots/IDA_Boots_Leather.uasset
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Content/Data/Items/Equipment/Boots/IDA_Boots_Leather.uasset
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Content/Data/Items/Equipment/Chests/IDA_Chest_Dev.uasset
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Content/Data/Items/Equipment/Chests/IDA_Chest_Dev.uasset
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Content/Data/Items/Equipment/Chests/IDA_Chest_Leather.uasset
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Content/Data/Items/Equipment/Chests/IDA_Chest_Leather.uasset
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Content/Data/Items/Equipment/Gloves/IDA_Gloves_Leather.uasset
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BIN
Content/Data/Items/Equipment/Gloves/IDA_Gloves_Leather.uasset
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Binary file not shown.
BIN
Content/Data/Items/Equipment/Helmets/IDA_Helmet_Leather.uasset
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BIN
Content/Data/Items/Equipment/Helmets/IDA_Helmet_Leather.uasset
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Content/Data/Items/Equipment/Legs/IDA_Pants_Leather.uasset
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Content/Data/Items/Equipment/Legs/IDA_Pants_Leather.uasset
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Content/Data/Items/Equipment/Rings/IDA_Ring_Amethyst.uasset
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Content/Data/Items/Equipment/Rings/IDA_Ring_Amethyst.uasset
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Content/Data/Items/Equipment/Rings/IDA_Ring_Emerald.uasset
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Content/Data/Items/Equipment/Rings/IDA_Ring_Emerald.uasset
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Content/Data/Items/Resources/IDA_Stone.uasset
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Content/Data/Items/Resources/IDA_Stone.uasset
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Content/Data/Items/Resources/IDA_Wood.uasset
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Content/Data/Items/Resources/IDA_Wood.uasset
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Content/Imported/Placeholders/Pickup/PickupErrorSE.uasset
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Content/UI/Widgets/HUD/WBP_HUD.uasset
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Content/UI/Widgets/HUD/WBP_HUD.uasset
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Content/World/Pickups/BP_WorldPickup.uasset
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Content/World/Pickups/BP_WorldPickup.uasset
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Content/_Core/Components/BP_InventoryComponent.uasset
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Content/_Core/Components/BP_InventoryComponent.uasset
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Content/_Core/DataAssets/PDA_ItemDefinition.uasset
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Content/_Core/DataAssets/PDA_ItemDefinition.uasset
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Content/_Core/DataAssets/PDA_StatDefinition.uasset
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Content/_Core/DataAssets/PDA_StatDefinition.uasset
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Content/_Core/DataAssets/PDA_StatDefinitionLibrary.uasset
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Content/_Core/DataAssets/PDA_StatDefinitionLibrary.uasset
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Content/_Core/DataTable/DT_Passive_Starter_Magic.uasset
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Content/_Core/DataTable/DT_Passive_Starter_Magic.uasset
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Content/_Core/DataTable/DT_Passive_Starter_Melee.uasset
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Content/_Core/DataTable/DT_Passive_Starter_Melee.uasset
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Content/_Core/DataTable/DT_Passive_Starter_Ranged.uasset
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Content/_Core/DataTable/DT_Passive_Starter_Ranged.uasset
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Content/_Core/DataTable/PassiveNodeDetails.uasset
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Content/_Core/DataTable/PassiveNodeDetails.uasset
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Content/_Core/Enums/EPassiveTypes.uasset
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Content/_Core/Enums/EPassiveTypes.uasset
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Content/_Core/Enums/E_CursorSource.uasset
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Content/_Core/Enums/E_CursorSource.uasset
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Content/_Core/Enums/E_EquipSlot.uasset
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Content/_Core/Enums/E_EquipSlot.uasset
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Content/_Core/Enums/E_EquipType.uasset
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Content/_Core/Enums/E_EquipType.uasset
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Content/_Core/Enums/E_ItemRarity.uasset
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Content/_Core/Enums/E_ItemRarity.uasset
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Content/_Core/Input/Actions/IA_DebugRollPrefix.uasset
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Content/_Core/Input/Actions/IA_DebugRollPrefix.uasset
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Content/_Core/Input/Actions/IA_DebugRollSuffix.uasset
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Content/_Core/Input/Actions/IA_DebugRollSuffix.uasset
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Content/_Core/Input/Actions/IA_DropCursor.uasset
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Content/_Core/Input/Actions/IA_DropCursor.uasset
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Content/_Core/Input/Actions/IA_Jump.uasset
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Content/_Core/Input/Actions/IA_Jump.uasset
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Content/_Core/Input/Actions/IA_Look.uasset
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Content/_Core/Input/Actions/IA_Look.uasset
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Content/_Core/Input/Actions/IA_MouseLook.uasset
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Content/_Core/Input/Actions/IA_MouseLook.uasset
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Content/_Core/Input/Actions/IA_Move.uasset
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Content/_Core/Input/Actions/IA_Move.uasset
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Content/_Core/Input/Actions/IA_OpenPassives.uasset
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Content/_Core/Input/Actions/IA_OpenPassives.uasset
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Content/_Core/Input/Actions/IA_ToggleInventory.uasset
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Content/_Core/Input/Actions/IA_ToggleInventory.uasset
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Content/_Core/Input/IMC_Default.uasset
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Content/_Core/Input/IMC_Default.uasset
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Content/_Core/Input/IMC_MouseLook.uasset
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Content/_Core/Input/IMC_MouseLook.uasset
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Content/_Core/Input/Touch/BPI_TouchInterface.uasset
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Content/_Core/Input/Touch/BPI_TouchInterface.uasset
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Content/_Core/Input/Touch/UI_TouchSimple.uasset
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Content/_Core/Input/Touch/UI_TouchSimple.uasset
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Content/_Core/Structs/S_CursorItem.uasset
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Content/_Core/Structs/S_CursorItem.uasset
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Content/_Core/Structs/S_ItemAffixEntry.uasset
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Content/_Core/Structs/S_ItemAffixEntry.uasset
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Content/_Core/Structs/S_ItemInstance.uasset
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Content/_Core/Structs/S_ItemInstance.uasset
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Content/_Core/Structs/S_ItemWorldVisuals.uasset
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Content/_Core/Structs/S_ItemWorldVisuals.uasset
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Content/_Core/Structs/S_SlotData.uasset
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Content/_Core/Structs/S_SlotData.uasset
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Content/_Core/Structs/S_StatSnapshot.uasset
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Content/_Core/Structs/S_StatSnapshot.uasset
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Content/_Core/Structs/Struct_Attributes.uasset
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Content/_Core/Structs/Struct_Attributes.uasset
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Content/_Core/Structs/Struct_PassiveNode.uasset
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Content/_Core/Structs/Struct_PassiveNode.uasset
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Reference in New Issue
Block a user