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UnrealEngine/Engine/Config/ConfigRedirects.ini
2025-05-18 13:04:45 +08:00

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3.7 KiB
INI

;; This file contains a list of remaps/redirects for config file Sections and Keys, so Epic can make changes
;; to the Engine without breaking licensee .ini files.
;;
;; The config system will remap the names on load, so any saving will use the new names, but with .ini files
;; often being checked into source control, and ini saving can be differential against sections in other files,
;; it's safest to have a human fixup the ini files.
;;
;; To that end, any remaps that happen will be Warnings in C# utilites, C++ console commands, and in the Editor Message Log.
;;
;; The main intention of this file is to allow Epic to change section/key names without breaking licensee config files. So,
;; it's not expected that licensees would need to modify this file - instead, licensees can fix up their config files directly
;; instead of modifying a config file like this one.
;;
;; However, if a licensee can't fix the ini file because saved user settings need to be redirected (and can't be fixed easily)
;; a project can have a <ProjectDir>/Config/ConfigRedirects.ini file that will be read.
;;
;; This first section contains a list of section names to be remapped. All other sections are the name of a section that contains
;; one of more keys to remap/redirect, followed up the old and new name of the keys to remap
[SectionNameRemap]
;OldSection=NewSection
; Fix for TextureLODSettings defaults not allowing DeviceProfile parent settings from working (with TextureLODGroups)
/Script/Engine.TextureLODSettings=GlobalDefaults DeviceProfile
;; This will look in sections named [Staging] and remap WhitelistConfigFiles to AllowedConfigFiles, etc
[Staging]
WhitelistConfigFiles=AllowedConfigFiles
BlacklistConfigFiles=DisallowedConfigFiles
WhitelistDirectories=AllowedDirectories
BlacklistLocalizationTargets=DisallowedLocalizationTargets
[/Script/UnrealEd.ProjectPackagingSettings]
IniKeyBlacklist=IniKeyDenylist
IniSectionBlacklist=IniSectionDenylist
[/Script/Engine.RPCDoSDetectionConfig]
RPCBlockWhitelist=RPCBlockAllowlist
[LwsWebSocket]
bDisableDomainWhitelist=bDisableDomainAllowlist
[WinHttpWebSocket]
bDisableDomainWhitelist=bDisableDomainAllowlist
[OnlineServices.EOS]
EncryptionKey=ClientEncryptionKey
[EOSVoiceChat]
EncryptionKey=ClientEncryptionKey
[/Script/OnlineSubsystemEOS.EOSSettings]
EncryptionKey=ClientEncryptionKey
[HTTP]
; The legacy behavior uses HttpTimeout as HttpActivityTimeout, it actually should use HttpActivityTimeout instead.
; Now the value of HttpTimeout will be read into HttpActivityTimeout just to keep existing behavior.
; If it's really an requirement to actually have total timeout for the http request, use HttpTotalTimeout instead.
; By default HttpTotalTimeout should be 0, means no time out for the entire http request
HttpTimeout=HttpActivityTimeout
; Use HttpActivityTimeout instead for checking any activity on the establish connection
HttpReceiveTimeout=HttpActivityTimeout
; The legacy behavior doesn't make use of HttpSendTimeout at all, and there is no such support on some platforms.
; HttpActivityTimeout should be enough to decide if there is still any ongoing activity
HttpSendTimeout=HttpActivityTimeout
; FlushSoftTimeLimitBackground has been removed and will no longer be used
FlushSoftTimeLimitBackground=Removed
; FlushHardTimeLimitBackground has been removed and will no longer be used
FlushHardTimeLimitBackground=Removed
[HTTP.HttpThread]
;RunningThreadedRequestLimitEditor has been deprecated, change it through DefaultMaxConcurrentRequests in build script instead
RunningThreadedRequestLimitEditor=Removed
;RunningThreadedRequestLimit has been deprecated, change it through DefaultMaxConcurrentRequests in build script instead
RunningThreadedRequestLimit=Removed