[/Script/Engine.Engine] ; DefaultBloomKernel is not used on mobile DefaultBloomKernelTextureName=/Engine/EngineResources/DefaultTexture.DefaultTexture ; Default film grain is not used on mobile DefaultFilmGrainTextureName="" [/Script/Engine.GarbageCollectionSettings] gc.MaxObjectsInGame=131072 [/Script/Engine.RendererSettings] r.DistanceFields=0 r.TemporalAA.Mobile.UseCompute=0 r.Substrate.RoughDiffuse=0 r.Substrate.ShadingQuality=2 r.Substrate.TileCoord8bits=1 r.Substrate.SheenQuality=2 r.Substrate.Glints=0 r.Substrate.ClosuresPerPixel=1 ; Disables parallel GDME by default due to not enough threads r.Visibility.DynamicMeshElements.Parallel=0 ; Volumetric Clouds are not supported by mobile renderer, skip materials/global shaders compilation. r.VolumetricCloud.Support=0 [/Script/UdpMessaging.UdpMessagingSettings] ; IOS requires an additional entitlement (com.apple.developer.networking.multicast) to enable UDP Local Networking EnableTransport=False [Advertising] DefaultProviderName=IOSAdvertising [AlternateTextureCompression] ;disabling TextureCompressionFormat for Android/IOS no longer needed ;TextureCompressionFormat="" ;TextureFormatPrefix="" [Audio] AudioCaptureModuleName=AudioCaptureAudioUnit ; Defining below allows switching to audio mixer using -audiomixer commandline AudioMixerModuleName=AudioMixerAudioUnit ; Defines a platform-specific volume headroom (in dB) for audio to provide better platform consistency with respect to volume levels. PlatformHeadroomDB=-6 PlatformFormat=ADPCM PlatformStreamingFormat=ADPCM [BackgroundHttp.iOSSettings] ; Use foreground-only NSURLSession bUseForegroundSession=false ; Requests will be scheduled on discretion of iOS if true, otherwise they will be scheduled ASAP if false bDiscretionary=false ; Wakeup app in background and report state of current downloads, allows to retry downloads in background bShouldSendLaunchEvents=true ; Maximum connenctions per host for whole session MaximumConnectionsPerHost=6 ; Time out and retry if we don't get a response in this timeframe if app is in foreground and bUseForegroundSession is true BackgroundReceiveTimeout=120 ; Time out and retry if the download hasn't finished in this long, regardless of app state BackgroundHttpResourceTimeout=3600 ; How many times we should try using same CDN before moving onto a different CDN ( -1 = unlimited, 0 = only try first CDN, 1 = try each CDN once ) RetryResumeDataLimit=3 ; How many milliseconds to wait for HEAD replies on first CDN request to decide if CDN is reachable or not (0 = disabled). ; Unreachable CDNs will be deprioritized in all download requests. CDNReorderingTimeout=400 ; Reoder by ping time CDNs that responded with-in CDNReorderingTimeout. No-op if CDNReorderingTimeout is disabled. bCDNReorderByPingTime=false ; When in foreground every N seconds check if downloads are not receiving bytes (regardless of bUseForegroundSession), retry them if so. CheckForForegroundStaleDownloadsWithInterval=1 ; How long to wait in seconds before considering retrying download in CheckForForegroundStaleDownloadsWithInterval ForegroundStaleDownloadTimeout=60 [ConsoleVariables] Slate.CacheRenderData=0 r.HairStrands.Simulation=0 r.HairStrands.Strands=0 r.HairStrands.Binding=0 r.Forward.LightGridSizeZ=8 r.Forward.MaxCulledLightsPerCell=8 [DeviceProfileManager] DeviceProfileSelectionModule="IOSDeviceProfileSelector" [LocalNotification] DefaultPlatformService=IOSLocalNotification [MemoryMappedFiles] Enable=true Alignment=16384 [OnlineSubsystem] DefaultPlatformService=IOS NativePlatformService=IOS LocalPlatformName=IOS [OnlineSubsystemIOS.Store] bSupportsInAppPurchasing=true [PlatformCrypto] PlatformRequiresDataCrypto=True PakSigningRequired=False [PlatformMemoryBuckets] ;iOS specific: uses available memory on app start instead of total device memory LargestMemoryBucket_MinGB=6 LargerMemoryBucket_MinGB=4 DefaultMemoryBucket_MinGB=4 SmallerMemoryBucket_MinGB=3 SmallestMemoryBucket_MinGB=2 [Ping] StackSize=0 [SlateRenderer] NumPreallocatedVertices=200 [SystemSettings] ; iOS should always have IPv6 support on net.DisableIPv6=0 ;Perplatform to PerQualityLevel conversion mapping for platform groups QualityLevelMapping="low" ;Manual range settings for Niagara quality levels. Simplifies handling of device profiles/fragments and what quality levels they can set. ;Please ensure device profiles or fragments for this platform do not set fx.Niagara.QualityLevel values outside of this range fx.Niagara.QualityLevel.Min=0 fx.Niagara.QualityLevel.Max=1 [TextureStreaming] ; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming) PoolSizeVRAMPercentage=70 [BuildPatchTool] VerificationThreadCount=3