Base Engine
Base Engine
Base Engine
Protocol=unreal
Name=Player
Map=Entry
LocalMap=Entry
LocalOptions=
TransitionMap=Entry
MapExt=changeme
EXEName=unreal.exe
DebugEXEName=DEBUG-unreal.exe
SaveExt=usa
Port=7777
PeerPort=7778
GameName=Default Game Name
GameNameShort=DGN
[Engine.ScriptPackages]
EngineNativePackages=Core
EngineNativePackages=Engine
; This is always needed since there are native UObjects
EngineNativePackages=GFxUI
EngineNativePackages=GameFramework
; IpDrv is most likely the only package needed here - it's included unless WITH_
UE3_NETWORKING is 0. DO NOT put OnlineSubsystem packages here
NetNativePackages=IpDrv
EditorPackages=UnrealEd
; This is only used when WITH_GFX is true
ScaleformEditorPackages=GFxUIEditor
; WWISEMODIF_START
EngineNativePackages=AkAudio
; WWISEMODIF_END
[Engine.Engine]
NetworkDevice=IpDrv.TcpNetDriver
FallbackNetworkDevice=IpDrv.TcpNetDriver
ConsoleClassName=Engine.Console
GameViewportClientClassName=Engine.GameViewportClient
LocalPlayerClassName=Engine.LocalPlayer
DataStoreClientClassName=Engine.DataStoreClient
; The language used by the engine
Language=INT
bAllowMatureLanguage=FALSE
GameEngine=Engine.GameEngine
EditorEngine=UnrealEd.EditorEngine
UnrealEdEngine=UnrealEd.UnrealEdEngine
Client=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
TinyFontName=EngineFonts.TinyFont
SmallFontName=EngineFonts.SmallFont
MediumFontName=EngineFonts.SmallFont
LargeFontName=EngineFonts.SmallFont
SubtitleFontName=EngineFonts.SmallFont
WireframeMaterialName=EngineDebugMaterials.WireframeMaterial
DefaultMaterialName=EngineMaterials.DefaultMaterial
DefaultDecalMaterialName=EngineMaterials.DefaultDecalMaterial
DefaultTextureName=EngineMaterials.DefaultDiffuse
EmissiveTexturedMaterialName=EngineMaterials.EmissiveTexturedMaterial
GeomMaterialName=EngineDebugMaterials.GeomMaterial
DefaultFogVolumeMaterialName=EngineMaterials.FogVolumeMaterial
TickMaterialName=EditorMaterials.Tick_Mat
CrossMaterialName=EditorMaterials.Cross_Mat
DefaultUICaretMaterialName=EngineMaterials.BlinkingCaret
SceneCaptureReflectActorMaterialName=EngineMaterials.ScreenMaterial
SceneCaptureCubeActorMaterialName=EngineMaterials.CubeMaterial
ScreenDoorNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreq
ImageGrainNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreq
RandomAngleTextureName=EngineMaterials.RandomAngles
RandomNormalTextureName=EngineMaterials.RandomNormal2
RandomMirrorDiscTextureName=EngineMaterials.RandomMirrorDisc
WeightMapPlaceholderTextureName=EngineMaterials.WeightMapPlaceholderTexture
LightMapDensityTextureName=EngineMaterials.DefaultWhiteGrid
LightMapDensityNormalName=EngineMaterials.DefaultNormal
LevelColorationLitMaterialName=EngineDebugMaterials.LevelColorationLitMaterial
LevelColorationUnlitMaterialName=EngineDebugMaterials.LevelColorationUnlitMateri
al
LightingTexelDensityName=EngineDebugMaterials.MAT_LevelColorationLitLightmapUVs
ShadedLevelColorationUnlitMaterialName=EngineDebugMaterials.ShadedLevelColoratio
nUnlitMaterial
ShadedLevelColorationLitMaterialName=EngineDebugMaterials.ShadedLevelColorationL
itMaterial
RemoveSurfaceMaterialName=EngineMaterials.RemoveSurfaceMaterial
VertexColorMaterialName=EngineDebugMaterials.VertexColorMaterial
VertexColorViewModeMaterialName_ColorOnly=EngineDebugMaterials.VertexColorViewMo
de_ColorOnly
VertexColorViewModeMaterialName_AlphaAsColor=EngineDebugMaterials.VertexColorVie
wMode_AlphaAsColor
VertexColorViewModeMaterialName_RedOnly=EngineDebugMaterials.VertexColorViewMode
_RedOnly
VertexColorViewModeMaterialName_GreenOnly=EngineDebugMaterials.VertexColorViewMo
de_GreenOnly
VertexColorViewModeMaterialName_BlueOnly=EngineDebugMaterials.VertexColorViewMod
e_BlueOnly
HeatmapMaterialName=EngineDebugMaterials.HeatmapMaterial
BoneWeightMaterialName=EngineDebugMaterials.BoneWeightMaterial
TangentColorMaterialName=EngineDebugMaterials.TangentColorMaterial
EditorBrushMaterialName=EngineMaterials.EditorBrushMaterial
DefaultPhysMaterialName=EngineMaterials.DefaultPhysicalMaterial
LandscapeHolePhysMaterialName=EngineMaterials.LandscapeHolePhysicalMaterial
TextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStreamingBou
nds_MATInst
TerrainErrorMaterialName=EngineDebugMaterials.MaterialError_Mat
ProcBuildingSimpleMaterialName=EngineBuildings.ProcBuildingSimpleMaterial
BuildingQuadStaticMeshName=EngineBuildings.BuildingQuadMesh
; Roughly how many texels per world unit when generating a building LOD color te
xture
ProcBuildingLODColorTexelsPerWorldUnit=0.075
; Roughly how many texels per world unit when generating a building LOD lighting
texture
ProcBuildingLODLightingTexelsPerWorldUnit=0.015
; Maximum size of a building LOD color texture
; IMPORTANT: If you change this, you should also consider changing TEXTUREGROUP_
ProcBuilding_Face!
MaxProcBuildingLODColorTextureSize=1024
; Maximum size of a building LOD lighting texture
; IMPORTANT: If you change this, you should also consider changing TEXTUREGROUP_
ProcBuilding_LightMap!
MaxProcBuildingLODLightingTextureSize=256
; Whether to crop building LOD textures to rectangular textures to reduce wasted
memory
UseProcBuildingLODTextureCropping=True
; Whether to force use of power-of-two LOD textures (uses more memory, but may h
ave better performance)
; NOTE: Currently enabled until non-pow2 textures are supported on core platform
s
ForcePowerOfTwoProcBuildingLODTextures=True
; True if we should combine light/shadow maps together if they're very similar t
o one another
bCombineSimilarMappings=False
; Maximum root mean square deviation of the image difference allowed for mapping
s to be combined. Requires bCombineSimilarLightAndShadowMappings to be enabled.
MaxRMSDForCombiningMappings=6.0
ImageReflectionTextureSize=1024
TerrainMaterialMaxTextureCount=16
TerrainTessellationCheckCount=6
TerrainTessellationCheckBorder=2.0
TerrainTessellationCheckDistance=4096.0
BeginUPTryCount=200000
bStaticDecalsEnabled=True
bDynamicDecalsEnabled=True
bForceStaticTerrain=False
LightingOnlyBrightness=(R=0.3,G=0.3,B=0.3,A=1.0)
LightComplexityColors=(R=0,G=0,B=0,A=1)
LightComplexityColors=(R=0,G=255,B=0,A=1)
LightComplexityColors=(R=63,G=191,B=0,A=1)
LightComplexityColors=(R=127,G=127,B=0,A=1)
LightComplexityColors=(R=191,G=63,B=0,A=1)
LightComplexityColors=(R=255,G=0,B=0,A=1)
ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0)
ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
MaxPixelShaderAdditiveComplexityCount=900
TimeBetweenPurgingPendingKillObjects=60
bUseTextureStreaming=True
bUseBackgroundLevelStreaming=True
bSubtitlesEnabled=True
bSubtitlesForcedOff=FALSE
ScoutClassName="Engine.Scout"
DefaultPostProcessName=EngineMaterials.DefaultScenePostProcess
DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess
ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailPostProce
ss
ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
DefaultSoundName=EngineSounds.WhiteNoise
bOnScreenKismetWarnings=TRUE
bEnableKismetLogging=FALSE
; If setting bAllowDebugViewmodesOnConsoles=TRUE, must also add EngineDebugMater
ials to the StartupPackages for console platforms
bAllowDebugViewmodesOnConsoles=FALSE
CameraRotationThreshold=45.0
CameraTranslationThreshold=10000
PrimitiveProbablyVisibleTime = 8.0
PercentUnoccludedRequeries = 0.125
MaxOcclusionPixelsFraction = 0.1
MinTextureDensity=0.0
IdealTextureDensity=13.0
MaxTextureDensity=55.0
MinLightMapDensity=0.0
IdealLightMapDensity=0.05
MaxLightMapDensity=0.2
RenderLightMapDensityGrayscaleScale=1.0
RenderLightMapDensityColorScale=1.0
bRenderLightMapDensityGrayscale=false
LightMapDensityVertexMappedColor=(R=0.65,G=0.65,B=0.25,A=1.0)
LightMapDensitySelectedColor=(R=1.0,G=0.2,B=1.0,A=1.0)
bDisablePhysXHardwareSupport=True
DemoRecordingDevice=Engine.DemoRecDriver
bPauseOnLossOfFocus=FALSE
MaxFluidNumVerts=1048576
FluidSimulationTimeLimit=30.0
MaxParticleResize=0
MaxParticleResizeWarn=0
bCheckParticleRenderSize=True
MaxParticleVertexMemory=131972
NetClientTicksPerSecond=200
MaxTrackedOcclusionIncrement=0.10
TrackedOcclusionStepSize=0.10
MipFadeInSpeed0=0.3
MipFadeOutSpeed0=0.1
MipFadeInSpeed1=2.0
MipFadeOutSpeed1=1.0
StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.0,Out=(R=255)),(In=30,
Out=(R=255,G=255)),(In=45.0,Out=(G=255))))
StatColorMappings=(StatName="Frametime",ColorMap=((In=1.0,Out=(G=255)),(In=25.0,
Out=(G=255)),(In=29.0,Out=(R=255,G=255)),(In=33.0,Out=(R=255))))
StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.0,Out=(G=25
5)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.
0,Out=(R=255))))
PhysXGpuHeapSize=32
PhysXMeshCacheSize=8
bShouldGenerateSimpleLightmaps=TRUE
; Enables normal map sampling when Lightmass is generating 'simple' light maps.
This increases lighting build time, but may improve quality when normal maps ar
e used to represent curvature over a large surface area. When this setting is d
isabled, 'simple' light maps will not take normal maps into account.
bUseNormalMapsForSimpleLightMaps=TRUE
bSmoothFrameRate=TRUE
MinSmoothedFrameRate=22
MaxSmoothedFrameRate=62
bCheckForMultiplePawnsSpawnedInAFrame=FALSE
NumPawnsAllowedToBeSpawnedInAFrame=2
; This is the default (additive) color of selected objects in the editor
DefaultSelectedMaterialColor=(R=0.04,G=0.02,B=0.24,A=1.0)
; This is the default (additive) color of hovered objects in the editor
DefaultHoveredMaterialColor=(R=0.02,G=0.02,B=0.02,A=1.0)
; This is the startup state of the OnScreenDebugMessage system
bEnableOnScreenDebugMessages=true
AllowScreenDoorFade=False
AllowNvidiaStereo3d=False
; Allows matinee tracks to modify material instances on post process chains
EnableMatineePostProcessMaterialParam=False
; If in a DEBUG build, and DevAbsorbFunc is unsuppressed, the functions in this
array will be ignored when throwing warning logs about non-simulated functions b
eing absorbed
IgnoreSimulatedFuncWarnings=Tick
NearClipPlane=10.0
bUseStreamingPause=false
[PlatformInterface]
CloudStorageInterfaceClassName=
FacebookIntegrationClassName=
InGameAdManagerClassName=
[Engine.SeqAct_Interp]
; These control the default rendering overrides for matinee's with director trac
ks
; By default, some features are disabled to make room for cinematic lighting and
shadowing
RenderingOverrides=(bAllowAmbientOcclusion=False,bAllowDominantWholeSceneDynamic
Shadows=False,bAllowMotionBlurSkinning=False,bAllowTemporalAA=True,bAllowLightSh
afts=True)
[Engine.StreamingMovies]
RenderPriorityPS3=1001
SuspendGameIO=True
[Engine.ISVHacks]
bInitializeShadersOnDemand=False
DisableATITextureFilterOptimizationChecks=True
UseMinimalNVIDIADriverShaderOptimization=True
PumpWindowMessagesWhenRenderThreadStalled=False
[Engine.GameEngine]
MaxDeltaTime=0
NetServerMaxTickRate=30
LanServerMaxTickRate=30
MaxRewindPoints=30
RewindPointInterval=1.0
NumRecentRewindPoints=7
[Engine.PackagesToAlwaysCook]
[Engine.StartupPackages]
bSerializeStartupPackagesFromMemory=TRUE
bFullyCompressStartupPackages=FALSE
Package=EngineMaterials
; Console platforms will remove EngineDebugMaterials from their StartupPackages
Package=EngineDebugMaterials
Package=EngineSounds
Package=EngineFonts
Package=SoundClassesAndModes
[Engine.PackagesToForceCookPerMap]
[Core.System]
MaxObjectsNotConsideredByGC=0
SizeOfPermanentObjectPool=0
StaleCacheDays=30
MaxStaleCacheSize=10
MaxOverallCacheSize=30
PackageSizeSoftLimit=300
AsyncIOBandwidthLimit=0
CachePath=..\..\%GAME%Game\Cache
CacheExt=.uxx
Paths=..\..\Engine\Content
ScriptPaths=..\..\%GAME%Game\Script
FRScriptPaths=..\..\%GAME%Game\ScriptFinalRelease
CutdownPaths=..\..\%GAME%Game\CutdownPackages
CutdownPaths=..\..\%GAME%Game\Script
ScreenShotPath=..\..\%GAME%Game\ScreenShots
LocalizationPaths=..\..\Engine\Localization
Extensions=upk
Extensions=u
Extensions=umap
SaveLocalizedCookedPackagesInSubdirectories=FALSE
TextureFileCacheExtension=tfc
bDisablePromptToRebuildScripts=FALSE
Suppress=Dev
Suppress=DevAbsorbFuncs
Suppress=DevAnim
Suppress=DevAssetDataBase
Suppress=DevAudio
Suppress=DevAudioVerbose
Suppress=DevBind
Suppress=DevBsp
Suppress=DevCamera
Suppress=DevCollision
Suppress=DevCompile
Suppress=DevComponents
Suppress=DevConfig
Suppress=DevCooking
Suppress=DevCrossLevel
Suppress=DevDataStore
Suppress=DevDecals
Suppress=DevFaceFX
Suppress=DevGFxUI
Suppress=DevGFxUIWarning
Suppress=DevGarbage
;Suppress=DevHDDCaching
Suppress=DevKill
Suppress=DevLevelTools
Suppress=DevLightmassSolver
Suppress=DevLoad
Suppress=DevMovie
Suppress=DevNavMesh
Suppress=DevNavMeshWarning
Suppress=DevNet
Suppress=DevNetTraffic
Suppress=DevOnline
Suppress=DevPath
Suppress=DevReplace
Suppress=DevSHA
Suppress=DevSave
Suppress=DevShaders
Suppress=DevShadersDetailed
Suppress=DevSound
Suppress=DevStats
Suppress=DevStreaming
Suppress=DevTick
Suppress=DevUI
Suppress=DevUIAnimation
Suppress=DevUIFocus
Suppress=DevUIStates
Suppress=DevUIStyles
Suppress=DevMCP
Suppress=DevHTTP
Suppress=DevBeacon
Suppress=DevBeaconGame
Suppress=DevOnlineGame
Suppress=DevMatchmaking
Suppress=DevMovieCapture
Suppress=GameStats
Suppress=Init
Suppress=Input
Suppress=Inventory
Suppress=Localization
Suppress=LocalizationWarning
Suppress=PlayerManagement
Suppress=PlayerMove
[Engine.Client]
DisplayGamma=2.2
MinDesiredFrameRate=35.000000
InitialButtonRepeatDelay=0.2
ButtonRepeatDelay=0.1
[WinDrv.WindowsClient]
AudioDeviceClass=XAudio2.XAudio2Device
MinAllowableResolutionX=0
MinAllowableResolutionY=0
MaxAllowableResolutionX=0
MaxAllowableResolutionY=0
MinAllowableRefreshRate=0
MaxAllowableRefreshRate=0
ParanoidDeviceLostChecking=1
AllowJoystickInput=1
[XAudio2.XAudio2Device]
MaxChannels=32
CommonAudioPoolSize=0
MinCompressedDurationGame=5
MinCompressedDurationEditor=4
LowPassFilterResonance=0.9
WorkAroundXDKRegression=TRUE
[ALAudio.ALAudioDevice]
MaxChannels=32
CommonAudioPoolSize=0
MinCompressedDurationGame=5
MinCompressedDurationEditor=4
LowPassFilterResonance=0.9
//DeviceName=Generic Software
[Engine.Player]
ConfiguredInternetSpeed=10000
ConfiguredLanSpeed=20000
PP_DesaturationMultiplier=1.0
PP_HighlightsMultiplier=1.0
PP_MidTonesMultiplier=1.0
PP_ShadowsMultiplier=1.0
[IpDrv.TcpNetDriver]
AllowDownloads=True
AllowPeerConnections=False
AllowPeerVoice=False
ConnectionTimeout=30.0
InitialConnectTimeout=200.0
AckTimeout=1.0
KeepAliveTime=0.2
MaxClientRate=15000
MaxInternetClientRate=10000
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=30
LanServerMaxTickRate=35
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload
NetConnectionClassName="IpDrv.TcpipConnection"
[IpServer.UdpServerQuery]
GameName=ut
[IpDrv.UdpBeacon]
DoBeacon=True
BeaconTime=0.50
BeaconTimeout=5.0
BeaconProduct=ut
ServerBeaconPort=8777
BeaconPort=9777
[TextureStreaming]
PoolSize=160
MemoryMargin=20
MemoryLoss=0
HysteresisLimit=20
DropMipLevelsLimit=16
StopIncreasingLimit=12
StopStreamingLimit=8
MinEvictSize=10
MinFudgeFactor=1
FudgeFactorIncreaseRateOfChange=0.5
FudgeFactorDecreaseRateOfChange=-0.4
MinRequestedMipsToConsider=11
MinTimeToGuaranteeMinMipCount=2
MaxTimeToGuaranteeMinMipCount=12
UseTextureFileCache=TRUE
LoadMapTimeLimit=20.0
LightmapStreamingFactor=0.04
ShadowmapStreamingFactor=0.04
MaxLightmapRadius=2000.0
AllowStreamingLightmaps=True
TextureFileCacheBulkDataAlignment=1
UsePriorityStreaming=True
bAllowSwitchingStreamingSystem=False
UseDynamicStreaming=True
bEnableAsyncDefrag=False
bEnableAsyncReallocation=False
MaxDefragRelocations=256
MaxDefragDownShift=128
BoostPlayerTextures=3.0
TemporalAAMemoryReserve=4.0
[StreamByURL]
PostLoadPause=6.0
[UnrealEd.EditorEngine]
LocalPlayerClassName=UnrealEd.EditorPlayer
bSubtitlesEnabled=True
GridEnabled=True
SnapScaleEnabled=True
ScaleGridSize=5
SnapVertices=False
SnapDistance=10.000000
GridSize=(X=16.000000,Y=16.000000,Z=16.000000)
RotGridEnabled=True
RotGridSize=(Pitch=1024,Yaw=1024,Roll=1024)
GameCommandLine=-log
FOVAngle=90.000000
GodMode=True
AutoSaveDir=..\..\Engine\Autosaves
InvertwidgetZAxis=True
UseAxisIndicator=True
MatineeCurveDetail=0.1
Client=WinDrv.WindowsClient
CurrentGridSz=4
bUseMayaCameraControls=True
bPrefabsLocked=True
HeightMapExportClassName="TerrainHeightMapExporterTextT3D"
EditorOnlyContentPackages=EditorMeshes
EditorOnlyContentPackages=EditorMaterials
EditorOnlyContentPackages=EditorResources
EditPackagesInPath=..\..\Development\Src
EditPackages=Core
EditPackages=Engine
EditPackages=GFxUI
EditPackages=AkAudio
EditPackages=GameFramework
EditPackages=UnrealEd
EditPackages=GFxUIEditor
EditPackages=IpDrv
EditPackages=OnlineSubsystemPC
EditPackages=OnlineSubsystemPSN
EditPackages=OnlineSubsystemGameSpy
EditPackages=OnlineSubsystemLive
EditPackages=OnlineSubsystemSteamworks
bBuildReachSpecs=FALSE
bGroupingActive=TRUE
bCustomCameraAlignEmitter=TRUE
CustomCameraAlignEmitterDistance=100.0
bDrawSocketsInGMode=FALSE
bSmoothFrameRate=FALSE
MinSmoothedFrameRate=5
MaxSmoothedFrameRate=120
FarClippingPlane=0
TemplateMapFolders=..\..\Engine\Content\Maps\Templates
[UnrealEd.UnrealEdEngine]
AutoSaveIndex=0
PackagesToBeFullyLoadedAtStartup=EditorMaterials
PackagesToBeFullyLoadedAtStartup=EditorMeshes
PackagesToBeFullyLoadedAtStartup=EditorResources
PackagesToBeFullyLoadedAtStartup=EngineMaterials
PackagesToBeFullyLoadedAtStartup=EngineFonts
PackagesToBeFullyLoadedAtStartup=EngineResources
PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders
PackagesToBeFullyLoadedAtStartup=MapTemplateIndex
[Engine.DataStoreClient]
GlobalDataStoreClasses="Engine.UIDataStore_Strings"
GlobalDataStoreClasses="Engine.UIDataStore_GameResource"
GlobalDataStoreClasses="Engine.UIDataStore_Fonts"
GlobalDataStoreClasses="Engine.UIDataStore_Registry"
GlobalDataStoreClasses="Engine.UIDataStore_InputAlias"
;PlayerDataStoreClassNames="Engine.UIDataStore_InputAlias"
[DevOptions.Shaders]
AutoReloadChangedShaders=True
bAllowMultiThreadedShaderCompile=True
bAllowDistributedShaderCompile=False
bAllowDistributedShaderCompileForBuildPCS=False
NumUnusedShaderCompilingThreads=1
ThreadedShaderCompileThreshold=1
MaxShaderJobBatchSize=30
PrecompileShadersJobThreshold=40000
bDumpShaderPDBs=False
bPromptToRetryFailedShaderCompiles=True
[DevOptions.Debug]
ShowSelectedLightmap=False
[StatNotifyProviders]
BinaryFileStatNotifyProvider=true
XmlStatNotifyProvider=false
CsvStatNotifyProvider=false
StatsNotifyProvider_UDP=true
PIXNamedCounterProvider=false
[StatNotifyProviders.StatNotifyProvider_UDP]
ListenPort=13000
[RemoteControl]
SuppressRemoteControlAtStartup=False
[LogFiles]
PurgeLogsDays=3
LogTimes=True
[AnimationCompression]
CompressCommandletVersion=2
// Bump this up to trigger full recompression. O
therwise only new animations imported will be recompressed.
DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_RemoveLinearKeys
TranslationCompressionFormat=0
RotationCompressionFormat=1
AlternativeCompressionThreshold=1.f
ForceRecompression=False
bOnlyCheckForMissingSkeletalMeshes=False
KeyEndEffectorsMatchName=IK
KeyEndEffectorsMatchName=eye
KeyEndEffectorsMatchName=weapon
KeyEndEffectorsMatchName=hand
KeyEndEffectorsMatchName=attach
KeyEndEffectorsMatchName=camera
[IpDrv.OnlineSubsystemCommonImpl]
MaxLocalTalkers=1
MaxRemoteTalkers=16
bIsUsingSpeechRecognition=false
[IpDrv.OnlineGameInterfaceImpl]
LanAnnouncePort=14001
LanQueryTimeout=5.0
[OnlineSubsystemLive.OnlineSubsystemLive]
LanAnnouncePort=14001
VoiceNotificationDelta=0.2
SocialPostLinkPreviewImageResourceName=EngineMaterials.DefaultSocialPostLinkPrev
iewImage
[Engine.StaticMeshCollectionActor]
bCookOutStaticMeshActors=TRUE
MaxStaticMeshComponents=100
[Engine.StaticLightCollectionActor]
bCookOutStaticLightActors=TRUE
MaxLightComponents=100
[LiveSock]
bUseVDP=True
bUseSecureConnections=true
MaxDgramSockets=64
MaxStreamSockets=16
DefaultRecvBufsizeInK=256
DefaultSendBufsizeInK=256
SystemLinkPort=14000
[CustomStats]
LD=Streaming fudge factor
LD=FrameTime
LD=Terrain Smooth Time
LD=Terrain Render Time
LD=Decal Render Time
LD=Terrain Triangles
LD=Decal Triangles
LD=Decal Draw Calls
LD=Static Mesh Tris
LD=Skel Mesh Tris
LD=Skel Verts CPU Skin
LD=Skel Verts GPU Skin
LD=30+ FPS
LD=Total CPU rendering time
LD=Total GPU rendering time
LD=Occluded primitives
LD=Projected shadows
LD=Visible static mesh elements
LD=Visible dynamic primitives
LD=Texture Pool Size
LD=Physical Memory Used
LD=Virtual Memory Used
LD=Audio Memory Used
LD=Texture Memory Used
LD=360 Texture Memory Used
LD=Animation Memory
LD=Vertex Lighting Memory
LD=StaticMesh Vertex Memory
LD=StaticMesh Index Memory
LD=SkeletalMesh Vertex Memory
LD=SkeletalMesh Index Memory
LD=Decal Vertex Memory
LD=Decal Index Memory
LD=Decal Interaction Memory
MEMLEAN=Virtual Memory Used
MEMLEAN=Audio Memory Used
MEMLEAN=Animation Memory
MEMLEAN=FaceFX Cur Mem
MEMLEAN=Vertex Lighting Memory
MEMLEAN=StaticMesh Vertex Memory
MEMLEAN=StaticMesh Index Memory
MEMLEAN=SkeletalMesh Vertex Memory
MEMLEAN=SkeletalMesh Index Memory
MEMLEAN=Decal Vertex Memory
MEMLEAN=Decal Index Memory
MEMLEAN=Decal Interaction Memory
MEMLEAN=VertexShader Memory
MEMLEAN=PixelShader Memory
GameThread=Async Loading Time
GameThread=Audio Update Time
GameThread=FrameTime
GameThread=HUD Time
GameThread=Input Time
GameThread=Kismet Time
GameThread=Move Actor Time
Class=StaticMesh
Class=StaticMeshActor
Class=StaticMeshCollectionActor
Class=StaticMeshComponent
Class=Terrain
Class=TerrainComponent
Class=Texture2D
Class=UIRoot
[MemLeakCheckExtraExecsToRun]
Cmd="obj list class=StaticMesh -Alphasort -DetailedInfo"
Cmd="obj list class=StaticMeshActor -ALPHASORT -DetailedInfo"
Cmd="obj list class=StaticMeshCollectionActor -ALPHASORT -DetailedInfo"
Cmd="obj list class=TextureMovie -Alphasort -DetailedInfo"
Cmd="obj list class=Level -ALPHASORT -DetailedInfo"
Cmd="lightenv list volumes"
Cmd="lightenv list transition"
Cmd="ListThreads"
[ConfigCoalesceFilter]
FilterOut=%GAME%Engine.ini
FilterOut=%GAME%Editor.ini
FilterOut=%GAME%Input.ini
FilterOut=%GAME%Lightmass.ini
FilterOut=%GAME%Game.ini
FilterOut=%GAME%GameDedicatedServer.ini
FilterOut=%GAME%UI.ini
FilterOut=%GAME%Compat.ini
FilterOut=%GAME%EngineG4WLive.ini
FilterOut=%GAME%EngineG4WLiveDedicatedServer.ini
FilterOut=%GAME%EngineNoLive.ini
FilterOut=%GAME%EngineNoLiveDedicatedServer.ini
FilterOut=%GAME%EditorKeyBindings.ini
FilterOut=%GAME%EditorUserSettings.ini
FilterOut=%GAME%EngineGameSpy.ini
FilterOut=%GAME%EngineSteamworks.ini
FilterOut=Descriptions.int
FilterOut=Editor.int
FilterOut=EditorTips.int
FilterOut=UnrealEd.int
FilterOut=WinDrv.int
FilterOut=XWindow.int
FilterOut=GfxUIEditor.int
FilterOut=Properties.int
[TaskPerfTracking]
bUseTaskPerfTracking=TRUE
RemoteConnectionIP="10.1.20.20"
ConnectionString="Provider=sqloledb;Data Source=production-db;Initial Catalog=En
gineTaskPerf;Trusted_Connection=Yes;Connection Timeout=2"
RemoteConnectionStringOverride="Data Source=production-db;Initial Catalog=Engine
TaskPerf;Integrated Security=True;Pooling=False;Asynchronous Processing=True;Net
work Library=dbmssocn"
[TaskPerfMemDatabase]
bUseTaskPerfMemDatabase=TRUE
RemoteConnectionIP="10.1.20.20"
ConnectionString="Provider=sqloledb;Data Source=dev-db;Initial Catalog=PerfMem;T
rusted_Connection=Yes;Connection Timeout=2"
RemoteConnectionStringOverride="Data Source=dev-db;Initial Catalog=PerfMem;Integ
MinShadowResolution=64
MinPreShadowResolution=8
MaxShadowResolution=1120
MaxWholeSceneDominantShadowResolution=1344
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=.25
ResX=1920
ResY=1080
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=1.27324
PreShadowResolutionFactor=.5
bEnableVSMShadows=False
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=False
TessellationAdaptivePixelsPerTriangle=48.0
bEnableForegroundShadowsOnWorld=True
bEnableForegroundSelfShadowing=False
bAllowWholeSceneDominantShadows=True
bUseConservativeShadowBounds=False
ShadowFilterRadius=2
; This is the default per-object shadow depth bias, larger values reduce self sh
adowing artifacts but increase the disconnect between caster and where the shado
w starts
ShadowDepthBias=.012
; This controls the 'fade in' region between a caster and where his shadow shows
up. Larger values make a smaller region which will have more self shadowing ar
tifacts.
PerObjectShadowTransition=60
; This is used to get the penumbra size in further CSM cascades to match up more
closely with closer cascades, even though they are a different underlying resol
ution density
CSMSplitPenumbraScale=.5
; This scales PerObjectShadowTransition for the further cascades, can be used to
increase or decrease the soft transition for the further cascades
CSMSplitSoftTransitionDistanceScale=4
; This scales ShadowDepthBias for the further cascades
CSMSplitDepthBiasScale=.5
; Minimum camera FOV for CSM, this is used to prevent shadow shimmering when ani
mating the FOV lower than the min, for example when zooming
CSMMinimumFOV=40
; The FOV will be rounded by this factor for the purposes of CSM, which turns sh
adow shimmering into discrete jumps
CSMFOVRoundFactor=4
UnbuiltWholeSceneDynamicShadowRadius=20000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50
bAllowFracturedDamage=True
NumFracturedPartsScale=1.0
FractureDirectSpawnChanceScale=1.0
FractureRadialSpawnChanceScale=1.0
FractureCullDistanceScale=1.0
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
HighPrecisionGBuffers=False
;override setting (defaulted off) that when enabled, will turn off all expensive
mobile features (fog, bump, environment mapping, rim lighting, spec, texture bl
ending)
MobileFeatureLevel=0
ter=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,M
ipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilte
r=aniso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter
=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,
MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt
er=aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilte
r=aniso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=anis
o,MipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear
,MipFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFi
lter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,M
ipFilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFi
lter=point)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso
,MipFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=anis
o,MipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=a
niso,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilte
r=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFil
ter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMag
Filter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFil
ter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFil
ter=aniso,MipFilter=point)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinM
agFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,Mi
pFilter=linear)
[SystemSettingsEditor]
; System settings overrides for the editor. Ideally the editor should use the s
ame settings as the game.
[SystemSettingsSplitScreen2]
; System settings overrides for split screen
bAllowWholeSceneDominantShadows=False
bAllowLightShafts=False
; Use medium detail mode in splitscreen, this allows LD's to mark meshes as High
detail and they won't render in SS
DetailMode=1
[SystemSettingsMobile]
BasedOn=SystemSettings
;mobile apps should default to fullscreen
Fullscreen=True
ipFilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFi
lter=point)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso
,MipFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=anis
o,MipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=a
niso,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilte
r=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFil
ter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMag
Filter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFil
ter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFil
ter=aniso,MipFilter=point)
; Settings for iPhone 3GS only
[SystemSettingsIPhone3GS]
BasedOn=SystemSettingsMobileTextureBias
MobileEnableMSAA=True
; Settings for iPhone 4 only
[SystemSettingsIPhone4]
BasedOn=SystemSettingsMobile
MobileContentScaleFactor=2.0
; Settings for iPod Touch 4 only
[SystemSettingsIPodTouch4]
BasedOn=SystemSettingsMobileTextureBias
MobileContentScaleFactor=2.0
; Settings for iPad only
[SystemSettingsIPad]
BasedOn=SystemSettingsMobileTextureBias
;Force iPad to turn off select features that are too expensive for ipad (fog, bu
mp, environment mapping, rim lighting, spec, texture blending)
MobileFeatureLevel=1
MobileFog=False
MobileSpecular=False
MobileBumpOffset=False
MobileNormalMapping=False
MobileEnvMapping=False
MobileRimLighting=False
; Scale down on iPad
; Saves noticable frame time and smooths out aliasing somewhat due to filtering
in the upsample
MobileContentScaleFactor=0.9375
; Settings for iPad2 only
[SystemSettingsIPad2]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=True
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
UDKRemotePortPIE=41766
[Engine.GameViewportClient]
bDebugNoGFxUI=FALSE
bUseHardwareCursorWhenWindowed=TRUE
# this probably needs be a lot more complicated and be similiar to the summary g
ather we do in MemLeakCheck
[ContentComparisonReferenceTypes]
+Class=AnimSet
+Class=SkeletalMesh
+Class=SoundCue
+Class=StaticMesh
+Class=ParticleSystem
+Class=Texture2D
[OnlineSubsystemPSN.OnlineSubsystemPSN]
StatusStringsPackageName=OnlineSubsystemPSN