; This file defines the default engine settings for runtime game options ; These settings are overridden by a project's DefaultGame.ini file and per-platform overrides ; Most of these options can be set from Project Settings in the editor [SectionsToSave] +Section=DebugWindows +Section=/Script/DeveloperToolSettings.PlatformsMenuSettings [Internationalization] ; To add paths to use for localized game text, use the localization tools or add more lines like: +LocalizationPaths=%GAMEDIR%Content/Localization/SpecificConfiguration ; To map a culture code to a culture implemented in your game, add lines like: +CultureMappings="es-AR;es-419" ; To disable specific cultures (optionally in specific configurations), add lines like: +DisabledCultures="es-419;Shipping" ; To disable specific localization targets, add lines like +DisabledLocalizationTargets=LocalizedPluginName +LocalizationPaths=%GAMEDIR%Content/Localization/Game [DefaultPlayer] Name=Player [/Script/Engine.GameNetworkManager] TotalNetBandwidth=32000 MaxDynamicBandwidth=7000 MinDynamicBandwidth=4000 MoveRepSize=42.0f MAXPOSITIONERRORSQUARED=3.0f MAXNEARZEROVELOCITYSQUARED=9.0f CLIENTADJUSTUPDATECOST=180.0f MAXCLIENTUPDATEINTERVAL=0.25f MaxClientForcedUpdateDuration=1.0f ServerForcedUpdateHitchThreshold=0.150f ServerForcedUpdateHitchCooldown=0.100f MaxMoveDeltaTime=0.125f MaxClientSmoothingDeltaTime=0.50f ClientNetSendMoveDeltaTime=0.0166 ClientNetSendMoveDeltaTimeThrottled=0.0222 ClientNetSendMoveDeltaTimeStationary=0.0166 ClientNetSendMoveThrottleAtNetSpeed=10000 ClientNetSendMoveThrottleOverPlayerCount=10 ClientAuthorativePosition=false ClientErrorUpdateRateLimit=0.0f bMovementTimeDiscrepancyDetection=false bMovementTimeDiscrepancyResolution=false MovementTimeDiscrepancyMaxTimeMargin=0.25f MovementTimeDiscrepancyMinTimeMargin=-0.25f MovementTimeDiscrepancyResolutionRate=1.0f MovementTimeDiscrepancyDriftAllowance=0.0f bMovementTimeDiscrepancyForceCorrectionsDuringResolution=false bUseDistanceBasedRelevancy=true [/Script/Party.Party] DefaultMaxPartySize=5 [/Script/Party.SocialSettings] !SocialPlatformDescriptions=ClearArray +SocialPlatformDescriptions=(Name="AND", PlatformType="MOBILE", CrossplayPool="MOBILE") +SocialPlatformDescriptions=(Name="IOS", PlatformType="MOBILE", CrossplayPool="MOBILE") +SocialPlatformDescriptions=(Name="LNX", PlatformType="DESKTOP", CrossplayPool="DESKTOP") +SocialPlatformDescriptions=(Name="MAC", PlatformType="DESKTOP", CrossplayPool="DESKTOP") +SocialPlatformDescriptions=(Name="WIN", PlatformType="DESKTOP", CrossplayPool="DESKTOP") +SocialPlatformDescriptions=(Name="PSN", PlatformType="CONSOLE", OnlineSubsystem="PS4", ExternalAccountType="psn", SessionType="PS4", CrossplayPool="psn") +SocialPlatformDescriptions=(Name="SWT", PlatformType="CONSOLE", OnlineSubsystem="NINTENDO", ExternalAccountType="nintendo", CrossplayPool="nintendo") +SocialPlatformDescriptions=(Name="SWT2", PlatformType="CONSOLE", OnlineSubsystem="NINTENDO", ExternalAccountType="nintendo", CrossplayPool="nintendo") +SocialPlatformDescriptions=(Name="XBL", PlatformType="CONSOLE", OnlineSubsystem="LIVE", ExternalAccountType="xbl", SessionType="MPSD", CrossplayPool="xbl") [/Script/Lobby.LobbyBeaconState] WaitForPlayersTimeRemaining=20.0 [/Script/Engine.GameSession] MaxPlayers=16 MaxSpectators=2 MaxSplitscreensPerConnection=4 bRequiresPushToTalk=true [/Script/EngineSettings.GeneralProjectSettings] CompanyName= CompanyDistinguishedName= CopyrightNotice=Fill out your copyright notice in the Description page of Project Settings. Description= LicensingTerms= PrivacyPolicy= ProjectName= ProjectVersion=1.0.0.0 Homepage= SupportContact= MinWindowWidth=16 MinWindowHeight=16 [/Script/UnrealEd.ProjectPackagingSettings] @EngineCustomBuilds=Name @ProjectCustomBuilds=Name BuildConfiguration=PPBC_Development FullRebuild=False UsePakFile=True bUseIoStore=True bUseZenStore=False bCompressed=True PackageCompressionFormat=Oodle ; default compression block size is 64 KB ;PackageAdditionalCompressionOptions=-compressionblocksize=256KB PackageCompressionMethod=Kraken PackageCompressionLevel_Distribution=7 PackageCompressionLevel_TestShipping=4 PackageCompressionLevel_DebugDevelopment=4 PackageCompressionMinBytesSaved=1024 PackageCompressionMinPercentSaved=5 bForceUseProjectCompressionFormatIgnoreHardwareOverride=False bGenerateChunks=False bChunkHardReferencesOnly=False IncludePrerequisites=True IncludeCrashReporter=False InternationalizationPreset=English +CulturesToStage=en DefaultCulture=en bSkipEditorContent=false bSharedMaterialNativeLibraries=True bShareMaterialShaderCode=True bSkipMovies=False bPakUsesSecondaryOrder=True WriteBackMetadataToAssetRegistry=Disabled +EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.icu +EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.brk +EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.res +EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.nrm +EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.cfu +EarlyDownloaderPakFileFiles=...\Content\Localization\...\*.* +EarlyDownloaderPakFileFiles=...\Content\Certificates\...\*.* ; have special cased game localization so that it's not required for early pak file +EarlyDownloaderPakFileFiles=-...\Content\Localization\Game\...\*.* +EarlyDownloaderPakFileFiles=...\Config\...\*.ini +EarlyDownloaderPakFileFiles=...\Engine\GlobalShaderCache*.bin +EarlyDownloaderPakFileFiles=...\Content\ShaderArchive-Global*.ushaderbytecode +EarlyDownloaderPakFileFiles=...\Content\Slate\...\*.* +EarlyDownloaderPakFileFiles=-...\Content\Slate\...\*.uasset +EarlyDownloaderPakFileFiles=-...\Content\Slate\...\*.umap +EarlyDownloaderPakFileFiles=...\*.upluginmanifest +EarlyDownloaderPakFileFiles=...\*.uproject +EarlyDownloaderPakFileFiles=...\global_sf*.metalmap +EarlyDownloaderPakFileFiles=...\global_sf*.metallib +IniKeyDenylist=KeyStorePassword +IniKeyDenylist=KeyPassword +IniKeyDenylist=DebugKeyStorePassword +IniKeyDenylist=DebugKeyPassword +IniKeyDenylist=rsa.privateexp +IniKeyDenylist=rsa.modulus +IniKeyDenylist=rsa.publicexp +IniKeyDenylist=aes.key +IniKeyDenylist=SigningPublicExponent +IniKeyDenylist=SigningModulus +IniKeyDenylist=SigningPrivateExponent +IniKeyDenylist=EncryptionKey +IniKeyDenylist=DevCenterUsername +IniKeyDenylist=DevCenterPassword +IniKeyDenylist=IOSTeamID +IniKeyDenylist=SigningCertificate +IniKeyDenylist=MobileProvision +IniKeyDenylist=AppStoreConnectKeyPath +IniKeyDenylist=AppStoreConnectIssuerID +IniKeyDenylist=AppStoreConnectKeyID +IniKeyDenylist=IniKeyDenylist +IniKeyDenylist=IniSectionDenylist +IniSectionDenylist=HordeStorageServers +IniSectionDenylist=StorageServers +IniSectionDenylist=/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings [/Script/DeveloperToolSettings.PlatformsMenuSettings] StagingDirectory=(Path="") LaunchOnTarget= PerPlatformBuildConfig=() PerPlatformTargetFlavorName=(("Android", "Android_ASTC")) PerPlatformBuildTarget=() [/Script/Engine.HUD] DebugDisplay=AI [/Script/Engine.PlayerController] InputYawScale=2.5 InputPitchScale=-2.5 InputRollScale=1.0 ForceFeedbackScale=1.0 [/Script/Engine.DebugCameraController] bShowSelectedInfo=true [/Script/Engine.WorldSettings] ChanceOfPhysicsChunkOverride=1.0 bEnableChanceOfPhysicsChunkOverride=false DefaultAmbientZoneSettings=(bIsWorldSettings=true) MinUndilatedFrameTime=0.0005 ; 2000 fps MaxUndilatedFrameTime=0.4 ; 2.5 fps MinGlobalTimeDilation=0.0001 MaxGlobalTimeDilation=20.0 MinCinematicTimeDilation=0.0001 MaxCinematicTimeDilation=20.0 [/Script/AIModule.AIPerceptionComponent] HearingRange=768 SightRadius=3000 LoseSightRadius=3500 PeripheralVisionAngle=90 [/Script/AIModule.AISense_Hearing] SpeedOfSoundSq=0 [/Script/AIModule.AISenseConfig_Hearing] Implementation=Class'/Script/AIModule.AISense_Hearing' HearingRange=768 DetectionByAffiliation=(bDetectEnemies=true) [/Script/AIModule.AISenseConfig_Sight] Implementation=Class'/Script/AIModule.AISense_Sight' SightRadius=3000 LoseSightRadius=3500 PeripheralVisionAngleDegrees=90 DetectionByAffiliation=(bDetectEnemies=true) AutoSuccessRangeFromLastSeenLocation=-1.f [/Script/AIModule.AISenseConfig_Damage] Implementation=Class'/Script/AIModule.AISense_Damage' [/Script/AIModule.EnvQueryManager] MaxAllowedTestingTime=0.01 bTestQueriesUsingBreadth=true QueryCountWarningThreshold=0 QueryCountWarningInterval=30.0 [/Script/LiveLink.LiveLinkSettings] FrameInterpolationProcessor=Class'/Script/LiveLink.LiveLinkBasicFrameInterpolationProcessor' +DefaultRoleSettings=(Role=Class'/Script/LiveLink.LiveLinkAnimationRole', FrameInterpolationProcessor=Class'/Script/LiveLink.LiveLinkAnimationFrameInterpolationProcessor') [/Script/SubtitlesAndClosedCaptions.SubtitlesSettings] SubtitleWidgetToUse=/Script/UMG.WidgetBlueprintGeneratedClass'/SubtitlesAndClosedCaptions/Widgets/DefaultSubtitleWidget.DefaultSubtitleWidget_C' SubtitleWidgetToUseDefault=/Script/UMG.WidgetBlueprintGeneratedClass'/SubtitlesAndClosedCaptions/Widgets/DefaultSubtitleWidget.DefaultSubtitleWidget_C' [/Script/Engine.AssetManagerSettings] @PrimaryAssetTypesToScan=PrimaryAssetType ; Note the default rule here for both PrimaryAssetLabels and Maps sets them to bIsEditorOnly=true, which means the ; AssetManager will NOT use them to pull assets into the build; they will only label the target chunks (aka pak files) ; into which assets pulled in by other sources (e.g. ProjectSettings) will be put. It also sets the CookRule=Unknown, ; which is another way of saying that they do not impact whether the assets labeled by the PrimaryAssetLabel or Map are ; cooked. If you want PrimaryAssetLabels or maps to cause assets to be cooked even if the label and its assets are otherwise ; unreferenced, then set bIsEditorOnly=false and CookRule=AlwaysCook. +PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown)) +PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown)) [ShaderPipelineCache.CacheFile] ; Games can configure the shader pipeline cache by adding options described in ShaderPipelineCache.h to DefaultGame.ini [Staging] ; Games can set options used during the Staging process by adding lines in this section to DefaultGame.ini or platform-specific ini files ; These are examples, the full list is described in DeploymentContext.cs: ; +RemapDirectories=(From="Engine/Platforms/SecretPlatform/SpecificPlugin", To="Engine/Plugins/SpecificPlugin") ; +AllowedDirectories=GameName/SuspiciousFolderName ; +DisallowedConfigFiles=GameName/Config/EditorOnlySystem.ini ; +AllowedConfigFiles=GameName/Config/SuspiciouslyNamedSystem.ini ; +DisallowedLocalizationTargets=Engine [CookedEditorSettings] +EngineAssetPaths="/Engine" +ProjectAssetPaths="/Game" +DisallowedObjectClassesToLoad="/Script/Engine.Blueprint" +DisallowedObjectClassesToLoad="/Script/Engine.AssetImportData" +DisallowedAssetClassesToGather="/Script/Engine.World" +DisallowedPathsToGather="/Game/Developers" ;+EngineSpecificAssetsToCook="/Engine/Maps/Templates/Template_Default.umap" +EngineExtraStageFiles=(Path="Config", Files="*Editor*") +EngineExtraStageFiles=(Path="Config", Files="*Lightmass*") +EngineExtraStageFiles=(Path="Config", Files="*SourceControlSettings*") +EngineExtraStageFiles=(Path="Content/Slate") +EngineExtraStageFiles=(Path="Content/Splash") +EngineExtraStageFiles=(Path="Content/EngineMaterials") +EngineExtraStageFiles=(Path="Content/EditorResources") +EngineExtraStageFiles=(Path="Content/EngineFonts") +EngineExtraStageFiles=(Path="Content/Maps/Templates") +EngineExtraStageFiles=(Path="Build", Files="Build.version", Recursive=false, NonUFS=true) +EngineExtraStageFiles=(Path="Source/ThirdParty/Licenses") ; default directories to stage bStageShaderDirs=true bStagePlatformBuildDirs=false bStageExtrasDirs=false bStagePlatformDirs=true bStageUAT=true bIsForExternalDistribution=false ; this won't compile in monolithic editor without forcing ANSI allocator +DisabledPlugins=USDStageEditor +DisabledPlugins=USDImporter ; settings related to building the cooked editor against an existing release, as a DLC plugin bBuildAgainstRelease=false ; this is a shared empty plugin used solely to trigger DLC cooking mode (only used if bBuildAgainstRelease is true) DLCPluginName=MakeCookedEditorAsDLC ; if empty, default to game name ReleaseName= ; set to the type of release, either Game or Client ReleaseTargetType=Game [CookedEditorSettings_CookedEditor] ; cooked maps don't work correctly in the editor now, so stage them uncooked MapMode=Uncooked ; currently don't work well with cooked content +DisabledPlugins=GeometryMode +DisabledPlugins=Volumetrics +DisabledPlugins=AssetSearch ; various plugins that cause issues in cooked/shipping editors (unknown reasons for now) +DisabledPlugins=ObjectBrowser ; stuff that doesn't work well or is not needed in shipping +DisabledPlugins=FunctionalTestingEditor +DisabledPlugins=RuntimeTests +DisabledPlugins=EditorTests +DisabledPluginsInShipping=GameplayInsights +DisabledPluginsInShipping=TraceSourceFilters ; stage extra Slate content +EngineExtraStageFiles=(Path="Content/Editor/Slate") +ProjectExtraStageFiles=(Path="Content/Editor/Slate") [CookedEditorSettings_CookedCooker] ; cooked cookers don't edit maps, so we can use cooked ones MapMode=Cooked ; stage all non-NDAd platgform configs, and editor configs +EngineExtraStageFiles=(Path="Config") +ProjectExtraStageFiles=(Path="Config") ; stage linux batch files as we now run UAT via RunUAT.sh which calls into some linux specific batches in a sub-folder +EngineExtraStageFiles=(Path="Build/BatchFiles", Recursive=true, NonUFS=true) +EngineExtraStageFiles=(Path="Build/BatchFiles/Linux", Recursive=true, NonUFS=true)