230 lines
20 KiB
INI
230 lines
20 KiB
INI
[URL]
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GameName=Dragons_Rise
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[/Script/EngineSettings.GameMapsSettings]
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EditorStartupMap=/Game/Dragons_Rise/Levels/MainMap.MainMap
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LocalMapOptions=
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TransitionMap=/Game/Dragons_Rise/Levels/Overview.Overview
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bUseSplitscreen=True
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TwoPlayerSplitscreenLayout=Horizontal
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ThreePlayerSplitscreenLayout=FavorTop
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FourPlayerSplitscreenLayout=Grid
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bOffsetPlayerGamepadIds=False
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GameInstanceClass=/Script/Engine.GameInstance
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GameDefaultMap=/Game/Dragons_Rise/Levels/Overview.Overview
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ServerDefaultMap=/Game/Dragons_Rise/Levels/Overview.Overview
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GlobalDefaultGameMode=/Script/Engine.GameModeBase
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GlobalDefaultServerGameMode=None
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[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
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MinimumiOSVersion=IOS_14
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[/Script/Engine.RendererSettings]
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r.ReflectionMethod=1
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r.GenerateMeshDistanceFields=True
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r.DynamicGlobalIlluminationMethod=1
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r.Lumen.TraceMeshSDFs=0
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r.Shadow.Virtual.Enable=1
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r.Mobile.EnableNoPrecomputedLightingCSMShader=False
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r.SkinCache.CompileShaders=True
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r.RayTracing=True
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r.Lumen.HardwareRayTracing=False
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r.Lumen.HardwareRayTracing.LightingMode=2
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r.VirtualTextures=True
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r.VT.AnisotropicFiltering=True
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r.DefaultFeature.AutoExposure.Method=2
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r.DefaultFeature.AutoExposure.Bias=0.000000
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r.DefaultFeature.AutoExposure=False
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r.VirtualTexturedLightmaps=True
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r.RayTracing.Skylight=True
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r.PathTracing=False
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[/Script/HardwareTargeting.HardwareTargetingSettings]
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TargetedHardwareClass=Desktop
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AppliedTargetedHardwareClass=Desktop
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DefaultGraphicsPerformance=Maximum
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AppliedDefaultGraphicsPerformance=Maximum
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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[/Script/Engine.Engine]
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+ActiveGameNameRedirects=(OldGameName="TP_ThirdPersonBP",NewGameName="/Script/Dragons_Rise")
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+ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPersonBP",NewGameName="/Script/Dragons_Rise")
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=True
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bAllowNetworkConnection=True
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SecurityToken=C61111C04C5779AB9F63079C5FFAF8B9
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bIncludeInShipping=False
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bAllowExternalStartInShipping=False
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bCompileAFSProject=False
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bUseCompression=False
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bLogFiles=False
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bReportStats=False
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ConnectionType=USBOnly
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bUseManualIPAddress=False
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ManualIPAddress=
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[/Script/Engine.CollisionProfile]
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-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
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-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
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-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
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-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
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-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
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-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
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-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
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-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
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-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
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+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.")
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+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
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+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
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+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
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+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
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+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
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+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
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+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
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+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
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+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")
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+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
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+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
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+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)")
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-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
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-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
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+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
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+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
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-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
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-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
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-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
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-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
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+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
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+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
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+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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[/Script/UnrealEd.HierarchicalLODSettings]
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bForceSettingsInAllMaps=False
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bSaveLODActorsToHLODPackages=False
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DefaultSetup=None
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BaseMaterial=None
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[/Script/UnrealEd.CookerSettings]
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bEnableCookOnTheSide=False
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bEnableBuildDDCInBackground=False
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bIterativeCookingForLaunchOn=False
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bIterativeCookingForFileCookContent=False
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bCookOnTheFlyForLaunchOn=False
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cook.displaymode=1
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bIgnoreIniSettingsOutOfDateForIteration=False
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bIgnoreScriptPackagesOutOfDateForIteration=False
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bCompileBlueprintsInDevelopmentMode=True
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BlueprintComponentDataCookingMethod=EnabledBlueprintsOnly
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-ClassesExcludedOnDedicatedServer=WidgetBlueprint
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-ClassesExcludedOnDedicatedServer=GroupActor
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-ClassesExcludedOnDedicatedServer=MetaData
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-ClassesExcludedOnDedicatedServer=ObjectRedirector
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-ClassesExcludedOnDedicatedServer=NavMeshRenderingComponent
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-ClassesExcludedOnDedicatedServer=ReflectionCaptureComponent
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-ClassesExcludedOnDedicatedServer=TextRenderComponent
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-ClassesExcludedOnDedicatedServer=Font
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-ClassesExcludedOnDedicatedServer=InterpCurveEdSetup
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-ClassesExcludedOnDedicatedServer=MaterialExpression
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-ClassesExcludedOnDedicatedServer=MatineeActorCameraAnim
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-ClassesExcludedOnDedicatedServer=NiagaraEmitter
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-ClassesExcludedOnDedicatedServer=NiagaraScript
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-ClassesExcludedOnDedicatedServer=ParticleEmitter
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-ClassesExcludedOnDedicatedServer=ParticleLODLevel
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-ClassesExcludedOnDedicatedServer=ParticleModule
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-ClassesExcludedOnDedicatedServer=SubUVAnimation
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-ClassesExcludedOnDedicatedServer=SoundNode
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-ClassesExcludedOnDedicatedServer=GameplayEffectUIData
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+ClassesExcludedOnDedicatedServer=WidgetBlueprint
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+ClassesExcludedOnDedicatedServer=GroupActor
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+ClassesExcludedOnDedicatedServer=MetaData
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+ClassesExcludedOnDedicatedServer=ObjectRedirector
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+ClassesExcludedOnDedicatedServer=NavMeshRenderingComponent
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+ClassesExcludedOnDedicatedServer=ReflectionCaptureComponent
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+ClassesExcludedOnDedicatedServer=TextRenderComponent
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+ClassesExcludedOnDedicatedServer=Font
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+ClassesExcludedOnDedicatedServer=InterpCurveEdSetup
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+ClassesExcludedOnDedicatedServer=MaterialExpression
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+ClassesExcludedOnDedicatedServer=MatineeActorCameraAnim
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+ClassesExcludedOnDedicatedServer=NiagaraEmitter
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+ClassesExcludedOnDedicatedServer=NiagaraScript
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+ClassesExcludedOnDedicatedServer=ParticleEmitter
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+ClassesExcludedOnDedicatedServer=ParticleLODLevel
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+ClassesExcludedOnDedicatedServer=ParticleModule
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+ClassesExcludedOnDedicatedServer=SubUVAnimation
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+ClassesExcludedOnDedicatedServer=SoundNode
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+ClassesExcludedOnDedicatedServer=GameplayEffectUIData
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-ClassesExcludedOnDedicatedClient=WidgetBlueprint
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-ClassesExcludedOnDedicatedClient=GroupActor
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-ClassesExcludedOnDedicatedClient=MetaData
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-ClassesExcludedOnDedicatedClient=ObjectRedirector
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-ClassesExcludedOnDedicatedClient=InterpCurveEdSetup
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-ClassesExcludedOnDedicatedClient=MatineeActorCameraAnim
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+ClassesExcludedOnDedicatedClient=WidgetBlueprint
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+ClassesExcludedOnDedicatedClient=GroupActor
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+ClassesExcludedOnDedicatedClient=MetaData
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+ClassesExcludedOnDedicatedClient=ObjectRedirector
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+ClassesExcludedOnDedicatedClient=InterpCurveEdSetup
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+ClassesExcludedOnDedicatedClient=MatineeActorCameraAnim
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-VersionedIntRValues=r.AllowStaticLighting
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-VersionedIntRValues=r.GBuffer
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-VersionedIntRValues=r.VelocityOutputPass
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-VersionedIntRValues=r.SelectiveBasePassOutputs
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-VersionedIntRValues=r.DBuffer
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-VersionedIntRValues=r.Shaders.Symbols
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-VersionedIntRValues=r.Shaders.GenerateSymbols
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-VersionedIntRValues=r.Shaders.WriteSymbols
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-VersionedIntRValues=r.Shaders.AllowUniqueSymbols
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-VersionedIntRValues=r.Shaders.ExtraData
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-VersionedIntRValues=r.Shaders.Optimize
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-VersionedIntRValues=r.CompileShadersForDevelopment
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-VersionedIntRValues=r.MobileHDR
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-VersionedIntRValues=r.UsePreExposure
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+VersionedIntRValues=r.AllowStaticLighting
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+VersionedIntRValues=r.VelocityOutputPass
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+VersionedIntRValues=r.SelectiveBasePassOutputs
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+VersionedIntRValues=r.DBuffer
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+VersionedIntRValues=r.Shaders.Symbols
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+VersionedIntRValues=r.Shaders.GenerateSymbols
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+VersionedIntRValues=r.Shaders.WriteSymbols
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+VersionedIntRValues=r.Shaders.AllowUniqueSymbols
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+VersionedIntRValues=r.Shaders.ExtraData
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+VersionedIntRValues=r.Shaders.Optimize
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+VersionedIntRValues=r.CompileShadersForDevelopment
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+VersionedIntRValues=r.MobileHDR
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+VersionedIntRValues=r.UsePreExposure
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DefaultASTCQualityBySpeed=1
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DefaultASTCQualityBySize=3
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cook.ASTCTextureCompressor=0
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cook.AllowASTCHDRProfile=False
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cook.AllowCookedDataInEditorBuilds=False
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bCookBlueprintComponentTemplateData=False
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