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