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

134 lines
4.7 KiB
INI

[/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