Added Lyra

This commit is contained in:
Manuel Wagner 2022-05-23 20:41:30 +02:00
commit 7d022bae76
9473 changed files with 311542 additions and 0 deletions

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*.uasset filter=lfs diff=lfs merge=lfs -text
*.umap filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text

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# UE4 generated files
Binaries/
Intermediate/
Saved/
DerivedDataCache/
# C++ IDE files for Visual Studio and Rider
.vs/
*.sln
.idea/

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# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system edit
# "ant.properties", and override values to adapt the script to your
# project structure.
#
# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
# Project target.
target=android-19

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pushd "%~dp0..\..\..\..\.."
call .\Engine\Build\BatchFiles\RunUAT.bat BuildCookRun -nop4 -project=./Samples/Games/Lyra/Lyra.uproject -cook -stage -archive -archivedirectory=./Samples/Games/Lyra/PackagedDev -package -compressed -pak -prereqs -targetplatform=Win64 -build -target=LyraGame -clientconfig=Development -utf8output -compile
pause

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pushd "%~dp0..\..\..\..\.."
call .\Engine\Build\BatchFiles\RunUAT.bat BuildCookRun -nop4 -project=./Samples/Games/Lyra/Lyra.uproject -cook -stage -archive -archivedirectory=./Samples/Games/Lyra/PackagedDevEOS -package -compressed -pak -prereqs -targetplatform=Win64 -build -target=LyraGameEOS -clientconfig=Development -utf8output -compile
pause

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pushd "%~dp0..\..\..\..\.."
call .\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -Script=Samples/Games/Lyra/Build/LyraTests.xml -Target="BuildAndTest Lyra" -UseLocalBuildStorage
pause

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pushd "%~dp0..\..\..\..\.."
REM Pick one of the localizers that you've configured.
REM =======================
REM CrowdIn
REM =======================
REM call .\Engine\Build\BatchFiles\RunUAT.bat Localize -p4 -UEProjectDirectory="Samples\Games\Lyra" -UEProjectName=Lyra -LocalizationBranch="Main" -LocalizationProjectNames=Game -LocalizationProvider=XLoc_Sample
REM =======================
REM LocX
REM =======================
REM call .\Engine\Build\BatchFiles\RunUAT.bat Localize -p4 -UEProjectDirectory="Samples\Games\Lyra" -UEProjectName=Lyra -LocalizationBranch="Main" -LocalizationProjectNames=Game -LocalizationProvider=Crowdin_Sample
pause

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<?xml version='1.0' ?>
<BuildGraph xmlns="http://www.epicgames.com/BuildGraph" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.epicgames.com/BuildGraph ../Schema.xsd" >
<Option Name="TargetPlatforms" Restrict="[^ ]*" DefaultValue="Win64" Description="List of the target platforms to build for, separated by semicolons, eg. Win64;Win32;Android"/>
<Option Name="OutputDir" DefaultValue="$(RootDir)\LocalBuilds\LyraBinaries" Description ="Output directory for compiled binaries"/>
<Option Name="Versioned" Restrict="true|false" DefaultValue="$(IsBuildMachine)" Description="Whether to embed changelist number into binaries"/>
<Option Name="PCBSubmitPath" Restrict="(?://.*)?" DefaultValue="" Description="Where in Perforce to submit the PCBs to."/>
<Option Name="PreflightChange" Restrict="\d*" DefaultValue="" Description="The shelved changelist number in a preflight build; empty otherwise"/>
<Property Name="IsPreflight" Value="true" If="'$(PreflightChange)' != ''"/>
<Property Name="IsPreflight" Value="false" If="'$(PreflightChange)' == ''"/>
<EnvVar Name="COMPUTERNAME"/>
<EnvVar Name="P4CLIENT"/>
<Agent Name="Submit Lyra PCBs" Type="CompileWin64;Win64">
<!-- Update the engine version files -->
<Node Name="Update Version Files">
<SetVersion Change="$(Change)" Branch="$(EscapedBranch)" If="$(Versioned)"/>
</Node>
<!-- Compile the tool executables -->
<Node Name="Compile Tools Win64" Requires="Update Version Files" Produces="#ToolBinaries">
<Compile Target="UnrealHeaderTool" Platform="Win64" Configuration="Development" Tag="#ToolBinaries"/>
<Compile Target="ShaderCompileWorker" Platform="Win64" Configuration="Development" Tag="#ToolBinaries"/>
<Compile Target="UnrealLightmass" Platform="Win64" Configuration="Development" Tag="#ToolBinaries"/>
<Compile Target="UnrealPak" Platform="Win64" Configuration="Development" Tag="#ToolBinaries"/>
<Compile Target="CrashReportClientEditor" Configuration="Shipping" Platform="Win64" Tag="#ToolBinaries"/>
<Compile Target="UnrealInsights" Platform="Win64" Configuration="Shipping" Tag="#ToolBinaries"/>
<!--
This exe is a copy of ShaderCompileWorker.exe, created as a post-build step. See \Engine\Source\Programs\ShaderCompileWorker\ShaderCompileWorker.Target.cs.
It's needed for shader compilation to work with Incredibuild.
-->
<Tag Files="$(RootDir)\Engine\Binaries\Win64\XGEControlWorker.exe" With="#ToolBinaries"/>
</Node>
<!-- Compile the editor executable -->
<Node Name="Compile LyraEditor Win64" Requires="Compile Tools Win64" Produces="#EditorBinaries">
<Compile Target="LyraEditor" Platform="Win64" Configuration="Development" Tag="#EditorBinaries"/>
</Node>
<!-- Compile the game targets -->
<Property Name="GameBinaries" Value=""/>
<ForEach Name="TargetPlatform" Values="$(TargetPlatforms)">
<Node Name="Compile LyraGame $(TargetPlatform)" Requires="Compile Tools Win64" Produces="#GameBinaries_LyraGame_$(TargetPlatform)">
<Compile Target="LyraGame" Platform="$(TargetPlatform)" Configuration="Development" Tag="#GameBinaries_LyraGame_$(TargetPlatform)"/>
<Compile Target="LyraGame" Platform="$(TargetPlatform)" Configuration="Shipping" Tag="#GameBinaries_LyraGame_$(TargetPlatform)"/>
</Node>
<Property Name="GameBinaries" Value="$(GameBinaries)#GameBinaries_LyraGame_$(TargetPlatform);"/>
</ForEach>
<!-- Copy all the files to the output directory -->
<Node Name="Tag Output Files" Requires="#ToolBinaries;#EditorBinaries;$(GameBinaries)" Produces="#OutputFiles">
<Tag Files="#ToolBinaries;#EditorBinaries;$(GameBinaries)" Except=".../Intermediate/..." With="#OutputFiles"/>
</Node>
<!-- Copy all the files to the output directory -->
<Node Name="Copy To Staging Directory" Requires="#OutputFiles">
<Delete Files="$(OutputDir)/..."/>
<Copy Files="#OutputFiles" From="$(RootDir)" To="$(OutputDir)"/>
</Node>
<!-- Create a zip archive and submit that to Perforce for use by UGS -->
<Node Name="Submit To Perforce For UGS" Requires="#OutputFiles">
<!-- Clear out the archive directory -->
<Property Name="ArchiveDir" Value="$(RootDir)\LocalBuilds\ArchiveForUGS"/>
<Delete Files="$(ArchiveDir)\..."/>
<!-- Tag required files from UAT and UBT that will already have been built -->
<Tag Files="Engine/Source/Programs/AutomationTool/..." Filter="*.csproj" With="#UAT Projects"/>
<CsCompile Project="#UAT Projects" Configuration="Development" Platform="AnyCPU" Tag="#ArchiveFiles" EnumerateOnly="true"/>
<!-- Partition all the binaries and symbols -->
<Tag Files="#OutputFiles" Except=".../Intermediate/..." With="#ArchiveFiles"/>
<Tag Files="#ArchiveFiles" Except="*.pdb" With="#ArchiveBinaries"/>
<Tag Files="#ArchiveFiles" Filter="*.pdb" With="#ArchiveSymbols"/>
<!-- Stage all the files to be archived -->
<Property Name="ArchiveStagingDir" Value="$(ArchiveDir)\Staging"/>
<Copy Files="#ArchiveBinaries" From="$(RootDir)" To="$(ArchiveStagingDir)"/>
<Strip Files="#ArchiveSymbols" BaseDir="$(RootDir)" OutputDir="$(ArchiveStagingDir)" Platform="Win64"/>
<!-- Create the zip file and submit it to Perforce -->
<Property Name="ArchivePerforceDir" Value="$(ArchiveDir)\Perforce"/>
<Property Name="ArchiveFile" Value="$(ArchivePerforceDir)\$(EscapedBranch)-LyraEditor.zip"/>
<Zip FromDir="$(ArchiveStagingDir)" ZipFile="$(ArchiveFile)"/>
<Property Name="SubmitClient" Value="$(COMPUTERNAME)_ArchiveForUGS"/>
<Property Name="SubmitClient" Value="$(P4CLIENT)_ArchiveForUGS" If="$(IsBuildMachine)"/>
<Submit Description="[CL $(CodeChange)] Updated binaries" Files="$(ArchiveFile)" FileType="binary+FS32" Workspace="$(SubmitClient)" Stream="$(PCBSubmitPath)" RootDir="$(ArchivePerforceDir)"/>
</Node>
</Agent>
</BuildGraph>

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<?xml version='1.0' ?>
<BuildGraph xmlns="http://www.epicgames.com/BuildGraph" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.epicgames.com/BuildGraph ../../../../Engine/Build/Graph/Schema.xsd" >
<!-- TODO NDarnell Add documentation -->
<!-- "-Target=BuildAndTestInternalExtended Lyra" -->
<!-- Project Info -->
<!-- @TODO: Can we derive these somehow instead of hardcoding them? Will be an issue when turned into a launcher sample. -->
<Property Name="ProjectName" Value="Lyra" />
<Property Name="ProjectPath" Value="Samples/Games/Lyra" />
<Option Name="TargetName" DefaultValue="LyraGame" Restrict="LyraGame|LyraGameEOS" Description="The project target configuration we're building, like if we're building Lyra with EOS (Epic Online Services) compiled in." />
<Property Name="Versioned" Value="$(IsBuildMachine)" />
<Property Name="PublishHashedStagingData" Value="$(IsBuildMachine)" />
<Option Name="UploadArtifactId" DefaultValue="" Description="ID of the artifact to chunked and uploaded. Upload is ignored if no ID is specified." />
<Option Name="UploadTargetPlatform" DefaultValue="" Description="Platform build to upload, i.e. Win64" />
<Option Name="UploadConfiguration" DefaultValue="" Description="Configuration to upload, if applicable." />
<Option Name="UploadLaunchArgs" DefaultValue="" Description="Arguments to be passed when launching the uploaded app."/>
<Option Name="SkipUpdateAuditCollections" DefaultValue="false" Description="Whether to skip updating the audit collections (showing which files got cooked)" />
<Option Name="SymbolServerPath" DefaultValue="" Description="A shared symbols server for your office, debugging shipped builds."/>
<!-- Turn off defaults so we can set out own -->
<Property Name="WithBATDefaults" Value="false" />
<!-- Set defaults for people running this script with no arguments. These can still be overriden with -set:TargetPlatforms= etc) -->
<Property Name="DefaultEditorPlatforms" Value="Win64" />
<Property Name="DefaultTargetPlatforms" Value="Win64"/>
<Property Name="DefaultTargetConfigurations" Value="Development" />
<Property Name="DefaultEditorTestList" Value="UE.EditorAutomation(RunTest=Project.Maps.PIE)" />
<Property Name="DefaultTargetTestList" Value="" />
<Property Name="NetworkTempRootOverride" Value="" />
<Property Name="NetworkPublishRootOverride" Value="" />
<Property Name="NetworkReportRootOverride" Value="" />
<!-- If a build machine, turn off all defaults. Settings should be specified via the website UI -->
<Do If="$(IsBuildMachine)">
<Property Name="DefaultEditorPlatforms" Value="" />
<Property Name="DefaultTargetPlatforms" Value=""/>
<Property Name="DefaultTargetConfigurations" Value="" />
<Property Name="DefaultEditorTestList" Value="" />
<Property Name="DefaultTargetTestList" Value="" />
</Do>
<Property Name="ExtraStageAndPackageArguments" Value="-target=&quot;$(TargetName)&quot; -compressed -CrashReporter" />
<!-- =============================================================================== -->
<!-- Setup -->
<!-- =============================================================================== -->
<!-- This will declare an aggregate called BuildAndTest Lyra -->
<Include Script="../../../../Engine/Build/Graph/Tasks/BuildAndTestProject.xml" />
<!-- Add BuildAndTest project target node as the base requirement. We append items to BuildAndTestExtendedRequirements, that need to be performed. -->
<Property Name="BuildAndTestExtendedRequirements" Value="BuildAndTest $(ProjectName)" />
<!-- =============================================================================== -->
<!-- CONTENT VALIDATION -->
<!-- =============================================================================== -->
<Agent Name="Lyra Content Validation" Type="Win64">
<Node Name="Lyra Content Validation" Requires="Compile $(ProjectName)Editor Win64">
<Property Name="RefExtensionsTypelist" Value=".uasset,.umap,.cpp,.c,.h,.inl,.ini,.uproject,.uplugin,.json"/>
<Property Name="CLArgs" Value="-CL=$(Change) -LastGoodContentCLPath=$(NetworkOutputDirectory)/AutoTest/LastGoodContentCL"/>
<Property Name="CLArgs" Value="-CL=$(PreflightChange) -shelved" If="$(IsPreflight)" />
<Property Name="CLArgs" Value="-opened" If="!$(IsBuildMachine)" />
<Property Name="CheckAssetReferencesArgs" Value="-Branch=$(Branch) $(CLArgs) -ExtTypeList=&quot;$(RefExtensionsTypelist)&quot; -MaxPackagesToLoad=3000" />
<Command Name="LyraContentValidation" Arguments="$(CheckAssetReferencesArgs)"/>
</Node>
<Label Category="Test" Name="Content Validation" Requires="Lyra Content Validation" />
</Agent>
<Do If="!$(SkipTest)">
<!-- Append Content Validation to the list of things to do -->
<Property Name="BuildAndTestExtendedRequirements" Value="$(BuildAndTestExtendedRequirements);Lyra Content Validation"/>
</Do>
<!-- =============================================================================== -->
<!-- LOCALIZATION -->
<!-- =============================================================================== -->
<Option Name="SkipLocalization" DefaultValue="false" Description="Should we skip performing a localization gather?"/>
<Do If="!$(SkipLocalization)">
<Property Name="ProjectsIncludedInLocalization" Value="Game,EngineOverrides"/>
<!-- This an example setup for using either XLoc or Crowdin providers to localize your game. -->
<!-- XLoc Example -->
<Option Name="XLoc_Server" DefaultValue="" Description="XLoc Server"/>
<Option Name="XLoc_APIKey" DefaultValue="" Description="XLoc API Key"/>
<Option Name="XLoc_APISecret" DefaultValue="" Description="XLoc API Secret"/>
<Option Name="XLoc_LocalizationId" DefaultValue="" Description="XLoc LocalizationId"/>
<Do If="'$(XLoc_Server)' != '' And '$(XLoc_APIKey)' != '' And '$(XLoc_APISecret)' != '' And '$(XLoc_LocalizationId)' != ''">
<Agent Name="Localization" Type="Loc;Win64">
<Node Name="Localize" Requires="Compile $(ProjectName)Editor Win64">
<Command Name="Localize" Arguments="-LocalizationProvider=XLoc_Sample -UEProjectDirectory=$(ProjectPath) -UEProjectName=$(ProjectName) -LocalizationProjectNames=$(ProjectsIncludedInLocalization) -LocalizationBranch=&quot;$(EscapedBranch)&quot; -Server=&quot;$(XLoc_Server)&quot; -APIKey=&quot;$(XLoc_APIKey)&quot; -APISecret=&quot;$(XLoc_APISecret)&quot; -LocalizationId=&quot;$(XLoc_LocalizationId)&quot;" />
</Node>
</Agent>
<!-- Append Localize to the list of things to do. -->
<Label Category="Localize" Name="Localize" Requires="Localize" />
<Property Name="BuildAndTestExtendedRequirements" Value="$(BuildAndTestExtendedRequirements);Localize"/>
</Do>
<!-- Crowdin Example -->
<Option Name="Crowdin_ProjectId" DefaultValue="" Description="Crowdin ProjectId"/>
<Option Name="Crowdin_AccessToken" DefaultValue="" Description="Crowdin AccessToken"/>
<Do If="'$(Crowdin_ProjectId)' != '' And '$(Crowdin_AccessToken)' != ''">
<Agent Name="Localization" Type="Loc;Win64">
<Node Name="Localize" Requires="Compile $(ProjectName)Editor Win64">
<Command Name="Localize" Arguments="-LocalizationProvider=Crowdin_Sample -UEProjectDirectory=$(ProjectPath) -UEProjectName=$(ProjectName) -LocalizationProjectNames=$(ProjectsIncludedInLocalization) -LocalizationBranch=&quot;$(EscapedBranch)&quot; -ProjectId=&quot;$(Crowdin_ProjectId)&quot; -AccessToken=&quot;$(Crowdin_AccessToken)&quot;" />
</Node>
</Agent>
<!-- Append Localize to the list of things to do. -->
<Label Category="Localize" Name="Localize" Requires="Localize" />
<Property Name="BuildAndTestExtendedRequirements" Value="$(BuildAndTestExtendedRequirements);Localize"/>
</Do>
</Do>
<!-- =============================================================================== -->
<!-- UPDATE ASSET AUDIT COLLECTIONS -->
<!-- =============================================================================== -->
<Do If="!$(SkipUpdateAuditCollections) and ContainsItem('$(TargetPlatforms)', 'Win64', '+')">
<Agent Name="UpdateAuditCollections" Type="Win64">
<Node Name="UpdateAuditCollections" After="Stage $(TargetName) Win64" Produces="#AuditInCookCollection">
<Property Name="UpdateAuditCollectionsArgs" Value="" />
<Copy Files="Manifest_UFSFiles_Win64.txt" From="$(NetworkOutputDirectory)/Windows/Staged" To="$(RootDir)/Engine/Programs/AutomationTool/Saved"/>
<Command Name="Lyra_UpdateAuditCollections" Arguments="$(UpdateAuditCollectionsArgs)"/>
<Tag Files="$(RootDir)/$(ProjectPath)/Content/Collections/Audit_InCook.collection" With="#AuditInCookCollection"/>
</Node>
<Label Category="Stage" Name="UpdateAuditCollections" Requires="UpdateAuditCollections"/>
</Agent>
<!-- Append Update Audit Collections to the list of things to do -->
<Property Name="BuildAndTestExtendedRequirements" Value="$(BuildAndTestExtendedRequirements);UpdateAuditCollections"/>
</Do>
<!-- =============================================================================== -->
<!-- DEPLOY TO EPIC GAME STORE -->
<!-- =============================================================================== -->
<Option Name="EpicGameStore_BuildPackageTool_Credentials_Path" DefaultValue="" Description="Epic Games Store's Build Package File Credentials File Path"/>
<Do If="'$(UploadArtifactId)' != '' And '$(EpicGameStore_BuildPackageTool_Credentials_Path)' != ''">
<Warning If="!Exists('$(EpicGameStore_BuildPackageTool_Credentials_Path)')" Message="EpicGameStore BuildPackageTool Credentials File Not Found!" />
<Warning If="UploadTargetPlatform == ''" Message="You did not specify the 'UploadTargetPlatform' for the deploying to the Epic Game Store." />
<!-- Declare the property, for some reason I have to do it outside the agent? -->
<Property Name="UploadNodeName" Value="" />
<Agent Name="Upload $(DisplayTargetName)" Type="Win64">
<Property Name="PublishNodeName" Value="Publish Staged $(DisplayTargetName) $(UploadTargetPlatform)" />
<!-- Set UploadPlatform since it isn't always the same as the target -->
<Property Name="UploadPlatform" Value="$(UploadTargetPlatform)" />
<Property Name="UploadPlatform" Value="Windows" If="'$(UploadTargetPlatform)' == 'Win64'"/>
<Property Name="UploadNodeName" Value="Upload $(TargetName) $(UploadTargetPlatform)" />
<Node Name="$(UploadNodeName)" Requires="$(PublishNodeName)">
<Property Name="ConfigurationSuffix" Value="" />
<Property Name="ConfigurationSuffix" Value="-$(UploadTargetPlatform)-$(UploadConfiguration)" If="'$(UploadConfiguration)' != 'Development' and '$(UploadConfiguration)' != ''" />
<Property Name="Launch" Value="$(ProjectName)/Binaries/$(UploadTargetPlatform)/$(TargetName)$(ConfigurationSuffix).exe"/>
<!-- Copy published files to local agent and tag them for upload -->
<Copy From="$(NetworkOutputDirectory)/$(UploadPlatform)/Staged/..." To="$(ProjectOutputDirectory)/$(UploadPlatform)/..." />
<Tag Files="$(ProjectOutputDirectory)/$(UploadPlatform)/..." Except="*.pdb" With="#MainGameFiles"/>
<Tag Files="$(ProjectOutputDirectory)/$(UploadPlatform)/..." Filter="*.pdb" With="#MainGameSymbols"/>
<Delete Files="#MainGameSymbols"/>
<Property Name="BuildRoot" Value="$(ProjectOutputDirectory)/$(UploadPlatform)"/>
<Property Name="CloudDir" Value="$(ProjectOutputDirectory)/CloudDir/$(UploadPlatform)"/>
<Property Name="BuildVersion" Value="$(BuildName)"/>
<Property Name="AppLaunch" Value="$(Launch)"/>
<Property Name="AppArgs" Value="-installed -GpuPreference=0"/>
<Property Name="FileAttributeList" Value=""/>
<Property Name="FileIgnoreList" Value=""/>
<Property Name="Label" Value="Live"/>
<Property Name="Platform" Value="Windows"/>
<Property Name="CommandLineFile" Value="$(EpicGameStore_BuildPackageTool_Credentials_Path)"/>
<Command Name="DeployToEpicGameStore" Arguments="-ArtifactId=&quot;$(UploadArtifactId)&quot; -BuildRoot=&quot;$(BuildRoot)&quot; -CloudDir=&quot;$(CloudDir)&quot; -BuildVersion=&quot;$(BuildVersion)&quot; -AppLaunch=&quot;$(AppLaunch)&quot; -AppArgs=&quot;$(AppArgs)&quot; -FileAttributeList=&quot;$(FileAttributeList)&quot; -FileIgnoreList=&quot;$(FileIgnoreList)&quot; -Label=&quot;$(Label)&quot; -Platform=&quot;$(Platform)&quot; -CommandLineFile=&quot;$(CommandLineFile)&quot;" />
</Node>
<Label Category="Package" Name="Publish $(DisplayTargetName) To Store" Requires="$(UploadNodeName)" />
</Agent>
<!-- Just upload? -->
<!-- TODO, should we just move these inside the agent? -->
<Aggregate Name="BuildAndTestWithUpload $(ProjectName)" Requires="BuildAndTest $(ProjectName);$(UploadNodeName)" />
<Label Category="Upload" Name="Upload $(DisplayTargetName) $(UploadTargetPlatform)" Requires="$(UploadNodeName)" />
<Property Name="BuildAndTestExtendedRequirements" Value="$(BuildAndTestExtendedRequirements);$(UploadNodeName)" If="'$(UploadNodeName)' != ''"/>
</Do>
<!-- =============================================================================== -->
<!-- =============================================================================== -->
<!-- Finally this defines the actual aggregated build command that will run all the requirements. -->
<Aggregate Name="BuildAndTestExtended $(ProjectName)" Requires="$(BuildAndTestExtendedRequirements)" />
</BuildGraph>

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// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using AutomationTool;
using UnrealBuildTool;
using EpicGames.CrowdinLocalization;
public class CrowdinLocalizationProvider_Sample : CrowdinLocalizationProvider
{
public CrowdinLocalizationProvider_Sample(LocalizationProviderArgs InArgs)
: base(InArgs)
{
Config.ProjectId = Command.ParseParamValue("ProjectId");
Config.AccessToken = Command.ParseParamValue("AccessToken");
}
public static string StaticGetLocalizationProviderId()
{
return "Crowdin_Sample";
}
public override string GetLocalizationProviderId()
{
return StaticGetLocalizationProviderId();
}
}

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Pick one localization provider that suits you best and finish putting in the information it needs to function.

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// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using AutomationTool;
using UnrealBuildTool;
using EpicGames.XLocLocalization;
public class XLocLocalizationProvider_Sample : XLocLocalizationProvider
{
public XLocLocalizationProvider_Sample(LocalizationProviderArgs InArgs)
: base(InArgs)
{
Config.Server = Command.ParseParamValue("Server");
Config.APIKey = Command.ParseParamValue("APIKey");
Config.APISecret = Command.ParseParamValue("APISecret");
Config.LocalizationId = Command.ParseParamValue("LocalizationId");
}
public static string StaticGetLocalizationProviderId()
{
return "XLoc_Sample";
}
public override string GetLocalizationProviderId()
{
return StaticGetLocalizationProviderId();
}
}

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// Copyright Epic Games, Inc.All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using EpicGame;
using Gauntlet;
namespace LyraTest
{
/// <summary>
/// Basic Boot Test
/// </summary>
public class BootTest : EpicGameTestNode<LyraTestConfig>
{
public BootTest(UnrealTestContext InContext) : base (InContext)
{
}
public override LyraTestConfig GetConfiguration()
{
LyraTestConfig Config = base.GetConfiguration();
Config.NoMCP = true;
UnrealTestRole Client = Config.RequireRole(UnrealTargetRole.Client);
Client.Controllers.Add("BootTest");
return Config;
}
}
}

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// Copyright Epic Games, Inc.All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using AutomationTool;
using EpicGame;
using EpicGames.Core;
namespace LyraTest
{
[Help("Commandlet for checking content to know if passes all the existing UEditorValidators.")]
[Help("Branch=<Name>", "Branch to use")]
[Help("CL=<value>", "Check file changes in the range LastCL,CL")]
[Help("p4shelved", "If specified, treat CL as a shelved file to check the contents")]
[Help("p4opened", "Check currently opened files instead of using CL ranged")]
[Help("MaxPackagesToLoad=<value>", "Maximum number of recent changes to check")]
[Help("LastGoodContentCLPath=<value>", "A directory location to store the 'last good' CL so we can determine CLs between runs.")]
public class LyraContentValidation : BuildCommand
{
public override void ExecuteBuild()
{
int ThisCLInt = 0;
int PrevCL = 0;
bool CheckOpenedFiles = ParseParam("opened");
bool CheckShelvedFiles = ParseParam("shelved");
string CommandletArgs = "";
bool RunCommandlet = false;
string PrevCLFilePath = "";
//@TODO: Should derive these, otherwise it will break as soon as someone clones the projects
string GameProjectDirectory = "Samples/Games/Lyra";
string GameProject = "Lyra.uproject";
string ExtensionTypeListParam = ParseParamValue("ExtTypeList", ".uasset,.umap,.cpp,.c,.h,.inl,.ini,.uproject,.uplugin,.json");
List<string> ExtensionTypeList = new List<string>();
if (string.IsNullOrEmpty(ExtensionTypeListParam))
{
CommandUtils.LogInformation("No extensions were passed in, defaulting to always run. Set -ExtTypeList to the extension typelist for triggering the commandlet");
RunCommandlet = true;
}
else
{
ExtensionTypeList = ExtensionTypeListParam.Split(',').ToList();
}
// if not checking open files, use CL ranges
if (CheckOpenedFiles)
{
// Quickly check if the CL has any files we're interested in. This is significantly faster than firing up the editor to do
// nothing
RunCommandlet = AreFileTypesModifiedInOpenChangelists(ExtensionTypeList);
// save anyone who forgot to run this without -p4
if (!P4Enabled)
{
throw new AutomationException("This script must be executed with -p4");
}
CommandletArgs = "-P4Opened -P4Client=" + P4Env.Client;
}
else
{
string ThisCL = ParseParamValue("CL");
if (string.IsNullOrEmpty(ThisCL))
{
throw new AutomationException("-CL=<num> or -opened must be specified.");
}
if (!int.TryParse(ThisCL, out ThisCLInt))
{
throw new AutomationException("-CL must be a number.");
}
if (CheckShelvedFiles)
{
// Quickly check if the CL has any files we're interested in. This is significantly faster than firing up the editor to do
// nothing
RunCommandlet = AreFileTypesModifiedInShelvedChangelist(ThisCL, ExtensionTypeList);
// filter is what's passed to p4 files. If shelved we'll use the syntax that pulls the shelved file list
CommandletArgs = String.Format("-P4Filter=@={0}", ThisCL);
}
else
{
string Branch = ParseParamValue("Branch");
if (string.IsNullOrEmpty(Branch))
{
throw new AutomationException("-Branch must be specified to check a CL range when -opened or -shelved are not present");
}
string LastGoodContentCLPath = ParseParamValue("LastGoodContentCLPath");
if (string.IsNullOrEmpty(LastGoodContentCLPath))
{
// Default to local storage for this file (Legacy behavior)
LastGoodContentCLPath = CombinePaths(CmdEnv.LocalRoot, "Engine", "Saved");
}
string PrevCLFileName = "PrevCL_" + Branch.Replace("/", "+") + ".txt";
PrevCLFilePath = CombinePaths(LastGoodContentCLPath, PrevCLFileName);
PrevCL = ReadPrevCLFile(PrevCLFilePath);
if (PrevCL <= 0)
{
CommandUtils.LogInformation("Previous CL file didn't exist. Defaulting to none!");
RunCommandlet = true;
}
else if (PrevCL >= ThisCLInt)
{
CommandUtils.LogInformation("Previous CL file shows a CL equal or newer than the current CL. This content was already checked. Skipping.");
RunCommandlet = false;
}
else
{
// +1 to the previous cl so it won't use content from the previous change
PrevCL++;
CommandletArgs = String.Format("-P4Filter={0}/{1}/...@{2},{3}", Branch, GameProjectDirectory, PrevCL, ThisCL);
CommandUtils.LogInformation("Generated Filter: {0}", CommandletArgs);
RunCommandlet = WereFileTypesModifiedInChangelistRange(Branch, PrevCL, ThisCL, ExtensionTypeList);
}
if (!RunCommandlet)
{
CommandUtils.LogInformation("No files in CL Range {0} -> {1} contained any files ending with extensions {2}, or they were already checked in a previous job, skipping commandlet run", PrevCL, ThisCL, ExtensionTypeListParam);
}
}
}
if (RunCommandlet)
{
string EditorExe = "UnrealEditor.exe";
EditorExe = AutomationTool.HostPlatform.Current.GetUnrealExePath(EditorExe);
string PerforceToken = P4.GetAuthenticationToken();
CommandletArgs += " -ini:Engine:[Core.System]:AssetLogShowsDiskPath=True -LogCmds=\"LogHttp Error\" ";
// Do we have a valid perforce token?
//if (!string.IsNullOrEmpty(PerforceToken))
{
CommandletArgs += String.Format(" -SCCProvider={0} -P4Port={1} -P4User={2} -P4Client={3} -P4Passwd={4}", "Perforce", P4Env.ServerAndPort, P4Env.User, P4Env.Client, PerforceToken);
// If skip export was specified (e.g. a preflight) don't export anything
}
string MaxPackagesToLoad = ParseParamValue("MaxPackagesToLoad", "2000");
CommandletArgs += String.Format(" -MaxPackagesToLoad={0}", MaxPackagesToLoad);
CommandUtils.RunCommandlet(new FileReference(CombinePaths(CmdEnv.LocalRoot, GameProjectDirectory, GameProject)), EditorExe, "ContentValidationCommandlet", CommandletArgs);
}
// Read the previous CL file one more time before writing to it, in case it changed while we were running
if (ThisCLInt > 0)
{
if (PrevCL < ThisCLInt)
{
PrevCL = ReadPrevCLFile(PrevCLFilePath);
}
if (PrevCL < ThisCLInt)
{
CommandUtils.LogInformation("Writing PrevCLFile {0}...", PrevCLFilePath);
WritePrevCLFile(PrevCLFilePath, ThisCLInt.ToString());
}
else
{
CommandUtils.LogInformation("Not writing PrevCLFile {0}. The current CL was not newer", PrevCLFilePath);
}
}
}
private int ReadPrevCLFile(string PrevCLFilePath)
{
int RetVal = 0;
if (File.Exists(PrevCLFilePath))
{
string PrevCLString = "";
int RetryCount = 10;
bool bProceed = false;
do
{
try
{
PrevCLString = File.ReadAllText(PrevCLFilePath);
bProceed = true;
}
catch (Exception Ex)
{
if (RetryCount > 0)
{
CommandUtils.LogInformation("Failed to read PrevCLFilePath {0}. Retrying in a few seconds. Ex:{1}", PrevCLFilePath, Ex.Message);
RetryCount--;
Thread.Sleep(TimeSpan.FromSeconds(5));
}
else
{
CommandUtils.LogError("Failed to read PrevCLFilePath {0}. All Retries exhausted, skipping. Ex:{1}", PrevCLFilePath, Ex.Message);
bProceed = true;
}
}
} while (!bProceed);
if (int.TryParse(PrevCLString, out RetVal))
{
// Read the file successfully, and it was a number
}
else
{
CommandUtils.LogWarning("Couldn't parse out the changelist number from the saved PrevCLFilePath file. " + PrevCLFilePath);
}
}
return RetVal;
}
private void WritePrevCLFile(string PrevCLFilePath, string ThisCL)
{
int RetryCount = 10;
bool bProceed = false;
do
{
try
{
Directory.CreateDirectory(Path.GetDirectoryName(PrevCLFilePath));
File.WriteAllText(PrevCLFilePath, ThisCL);
bProceed = true;
}
catch (Exception Ex)
{
if (RetryCount > 0)
{
CommandUtils.LogInformation("Failed to write PrevCLFilePath {0}. Retrying in a few seconds. Ex:{1}", PrevCLFilePath, Ex.Message);
RetryCount--;
Thread.Sleep(TimeSpan.FromSeconds(5));
}
else
{
CommandUtils.LogError("Failed to write PrevCLFilePath {0}. All Retries exhausted, skipping. Ex:{1}", PrevCLFilePath, Ex.Message);
bProceed = true;
}
}
} while (!bProceed);
}
/// <summary>
/// Returns true if files with extensions in the provided list were modified in the specified changelist range
/// </summary>
/// <param name="Branch"></param>
/// <param name="PrevCL"></param>
/// <param name="ThisCL"></param>
/// <param name="ExtensionTypeList"></param>
/// <returns></returns>
private bool WereFileTypesModifiedInChangelistRange(string Branch, int PrevCL, string ThisCL, List<string> ExtensionTypeList)
{
// we don't need to do any of this if there was no extensions typelist passed in
if (ExtensionTypeList.Count != 0)
{
// check all the changes in FN from PrevCL to now
List<P4Connection.ChangeRecord> ChangeRecords;
CommandUtils.P4.Changes(out ChangeRecords, string.Format("{0}/...@{1},{2}", Branch, PrevCL, ThisCL), false);
foreach (P4Connection.ChangeRecord Record in ChangeRecords)
{
P4Connection.DescribeRecord DescribeRecord;
CommandUtils.P4.DescribeChangelist(Record.CL, out DescribeRecord, false);
// check all the files in each cl record
foreach (P4Connection.DescribeRecord.DescribeFile File in DescribeRecord.Files)
{
// if any of them end in extensions in our typelist, we need to build
foreach (string Extension in ExtensionTypeList)
{
if (File.File.EndsWith(Extension))
{
return true;
}
}
}
}
}
return false;
}
/// <summary>
/// Returns true if files with extensions in the provided list are in the specified shelved changelist
/// </summary>
/// <param name="ShelvedChangelist"></param>
/// <param name="ExtensionTypeList"></param>
/// <returns></returns>
private bool AreFileTypesModifiedInShelvedChangelist(string ShelvedChangelist, List<string> ExtensionTypeList)
{
// we don't need to do any of this if there was no extensions typelist passed in
if (ExtensionTypeList.Count != 0)
{
// Get all files in this changelist
IEnumerable<string> FileList = CommandUtils.P4.Files("@=" + ShelvedChangelist);
return FileList.Any(F => ExtensionTypeList.Contains(Path.GetExtension(F), StringComparer.OrdinalIgnoreCase));
}
return false;
}
/// <summary>
/// Returns true if files with extensions in the provided list are open locally
/// </summary>
/// <param name="ShelvedChangelist"></param>
/// <param name="ExtensionTypeList"></param>
/// <returns></returns>
private bool AreFileTypesModifiedInOpenChangelists(List<string> ExtensionTypeList)
{
// we don't need to do any of this if there was no extensions typelist passed in
if (ExtensionTypeList.Count != 0)
{
// Get all files in this changelist
IEnumerable<string> FileList = CommandUtils.P4.Opened("");
return FileList.Any(F => ExtensionTypeList.Contains(Path.GetExtension(F), StringComparer.OrdinalIgnoreCase));
}
return false;
}
}
}

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// Copyright Epic Games, Inc.All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using EpicGame;
using Gauntlet;
namespace LyraTest
{
public class LyraTestConfig : EpicGameTestConfig
{
[AutoParam]
public int TargetNumOfCycledMatches = 2;
public override void ApplyToConfig(UnrealAppConfig AppConfig, UnrealSessionRole ConfigRole, IEnumerable<UnrealSessionRole> OtherRoles)
{
base.ApplyToConfig(AppConfig, ConfigRole, OtherRoles);
if (AppConfig.ProcessType.IsClient())
{
AppConfig.CommandLine += string.Format(" -TargetNumOfCycledMatches={0}", TargetNumOfCycledMatches);
}
const float InitTime = 120.0f;
const float MatchTime = 300.0f;
MaxDuration = InitTime + (MatchTime * TargetNumOfCycledMatches);
}
}
}

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// Copyright Epic Games, Inc.All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using AutomationTool;
using EpicGame;
using EpicGames.Core;
namespace LyraTest
{
[Help("Updates the Audit_InCook collections.")]
[RequireP4]
public class Lyra_UpdateAuditCollections : BuildCommand
{
public override void ExecuteBuild()
{
LogInformation("************************* UpdateAuditCollections");
// Now update what is in the InCook audit collection
string CollectionName = "Audit_InCook";
string ManifestFilename = "Manifest_UFSFiles_Win64.txt";
// Attempt to find the UFS file list. Default to the log folder
string UFSFilename = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LogFolder, ManifestFilename);
if (!CommandUtils.FileExists_NoExceptions(UFSFilename))
{
UFSFilename = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LogFolder, "..", "..", ManifestFilename);
}
LogInformation("Attempting to use UFS manifest {0} (exists={1})", UFSFilename, CommandUtils.FileExists_NoExceptions(UFSFilename));
UpdateInCookAuditCollection(CollectionName, UFSFilename);
}
static string AssetExtension = ".uasset";
static string MapExtention = ".umap";
static string EngineFolderName = "Engine/Content";
static string EnginePluginFolderName = "Engine/Plugins/";
//@TODO: Should derive these, otherwise it will break as soon as someone clones the projects
static string GameFolderName = "Lyra/Content";
static string GamePluginFolderName = "Lyra/Plugins/";
static string GameProjectDirectory = "Samples/Games/Lyra";
static public void UpdateInCookAuditCollection(string CollectionName, string UFSFilename)
{
if (!CommandUtils.FileExists_NoExceptions(UFSFilename))
{
LogWarning("Could not update audit collection, missing file: " + UFSFilename);
return;
}
int WorkingCL = -1;
if (CommandUtils.P4Enabled)
{
WorkingCL = CommandUtils.P4.CreateChange(CommandUtils.P4Env.Client, String.Format("Updated " + CollectionName + " collection using CL {0}", P4Env.Changelist));
}
var CollectionFilenameLocal = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, GameProjectDirectory, "Content", "Collections", CollectionName + ".collection");
if (!InternalUtils.SafeCreateDirectory(Path.GetDirectoryName(CollectionFilenameLocal)))
{
LogWarning("Could not create directory {0}", Path.GetDirectoryName(CollectionFilenameLocal));
return;
}
if (WorkingCL > 0)
{
var CollectionFilenameP4 = CommandUtils.CombinePaths(PathSeparator.Slash, CommandUtils.P4Env.Branch, GameProjectDirectory, "Content", "Collections", CollectionName + ".collection");
if (!CommandUtils.FileExists_NoExceptions(CollectionFilenameLocal))
{
CommandUtils.P4.Add(WorkingCL, CollectionFilenameP4);
}
else
{
CommandUtils.P4.Edit(WorkingCL, CollectionFilenameP4);
}
}
StreamReader ManifestFile = null;
StreamWriter CollectionFile = null;
try
{
CollectionFile = new StreamWriter(CollectionFilenameLocal);
CollectionFile.WriteLine("FileVersion:1");
CollectionFile.WriteLine("Type:Static");
CollectionFile.WriteLine("");
string Line = "";
ManifestFile = new StreamReader(UFSFilename);
while ((Line = ManifestFile.ReadLine()) != null)
{
string[] Tokens = Line.Split('\t');
if (Tokens.Length > 1)
{
string UFSPath = Tokens[0];
UFSPath = UFSPath.Trim('\"');
bool bIsAsset = UFSPath.EndsWith(AssetExtension, StringComparison.InvariantCultureIgnoreCase);
bool bIsMap = !bIsAsset && UFSPath.EndsWith(MapExtention, StringComparison.InvariantCultureIgnoreCase);
if (bIsAsset || bIsMap)
{
bool bIsGame = UFSPath.StartsWith(GameFolderName);
bool bIsEngine = UFSPath.StartsWith(EngineFolderName);
bool bIsGamePlugin = UFSPath.StartsWith(GamePluginFolderName);
bool bIsEnginePlugin = UFSPath.StartsWith(EnginePluginFolderName);
if (bIsGame || bIsEngine || bIsGamePlugin || bIsEnginePlugin)
{
string ObjectPath = UFSPath;
bool bValidPath = true;
if (bIsGame)
{
ObjectPath = "/Game" + ObjectPath.Substring(GameFolderName.Length);
}
else if (bIsEngine)
{
ObjectPath = "/Engine" + ObjectPath.Substring(EngineFolderName.Length);
}
else if (bIsGamePlugin || bIsEnginePlugin)
{
int ContentIdx = ObjectPath.IndexOf("/Content/");
if (ContentIdx != -1)
{
int PluginIdx = ObjectPath.LastIndexOf("/", ContentIdx - 1);
if (PluginIdx == -1)
{
PluginIdx = 0;
}
else
{
// Skip the leading "/"
PluginIdx++;
}
DirectoryReference PluginRoot = new DirectoryReference(ObjectPath.Substring(0, ContentIdx));
string PluginName = "";
foreach (FileReference PluginFile in CommandUtils.FindFiles("*.uplugin", false, PluginRoot))
{
PluginName = PluginFile.GetFileNameWithoutAnyExtensions();
break;
}
if (string.IsNullOrEmpty(PluginName))
{
// Fallback to the directory name if the .uplugin file doesn't exist
PluginName = ObjectPath.Substring(PluginIdx, ContentIdx - PluginIdx);
}
if (PluginName.Length > 0)
{
int PathStartIdx = ContentIdx + "/Content/".Length;
ObjectPath = "/" + PluginName + "/" + ObjectPath.Substring(PathStartIdx);
}
else
{
LogWarning("Could not add asset to collection. No plugin name. Path:" + UFSPath);
bValidPath = false;
}
}
else
{
LogWarning("Could not add asset to collection. No content folder. Path:" + UFSPath);
bValidPath = false;
}
}
if (bValidPath)
{
string ObjectName = Path.GetFileNameWithoutExtension(ObjectPath);
ObjectPath = Path.GetDirectoryName(ObjectPath) + "/" + ObjectName + "." + ObjectName;
ObjectPath = ObjectPath.Replace('\\', '/');
CollectionFile.WriteLine(ObjectPath);
}
}
}
}
}
}
catch (Exception Ex)
{
CommandUtils.LogInformation("Did not update InCook collection. {0}", Ex.Message);
}
finally
{
if (ManifestFile != null)
{
ManifestFile.Close();
}
if (CollectionFile != null)
{
CollectionFile.Close();
}
}
if (WorkingCL > 0)
{
// Check in the collection
int SubmittedCL;
CommandUtils.P4.Submit(WorkingCL, out SubmittedCL, true, true);
}
}
}
}

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// Copyright Epic Games, Inc.All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Net;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using AutomationTool;
using FileLockInfo;
namespace LyraDeployment
{
// Documentation
// https://dev.epicgames.com/docs/services/en-US/EpicGamesStore/TechFeaturesConfig/BPTInstructionsSPT/index.html
public class DeployToEpicGameStore : BuildCommand
{
static string DownloadBuildPackageTool()
{
// Download build package tool 1.5
string BuildPackageToolUrl = "https://launcher-public-service-prod.ol.epicgames.com/launcher/api/installer/download/BuildPatchTool.zip";
var BuildPathToolDownloadPath = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "BuildPatchTool.zip");
var BuildPathToolInstallPath = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "BPT");
var BuildPathToolPath = CommandUtils.CombinePaths(BuildPathToolInstallPath, "Engine/Binaries/Win64/BuildPatchTool.exe");
if (Directory.Exists(BuildPathToolInstallPath))
{
Directory.Delete(BuildPathToolInstallPath, true);
}
using (var client = new WebClient())
{
client.DownloadFile(BuildPackageToolUrl, BuildPathToolDownloadPath);
}
// Decompress the zip file to the target directory
CommandUtils.LogInformation("Decompressing to {0}...", BuildPathToolInstallPath);
CommandUtils.LegacyUnzipFiles(BuildPathToolDownloadPath, BuildPathToolInstallPath);
CommandUtils.DeleteFile(BuildPathToolDownloadPath);
// Make sure the file we need exists.
CommandUtils.FileExists(false, BuildPathToolPath);
return BuildPathToolPath;
}
public DeployToEpicGameStore()
{
}
public override void ExecuteBuild()
{
LogInformation("*************************");
var LogInstanceId = Guid.NewGuid().ToString("N");
var LogFileDirectory = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Saved", "Logs", "BuildPatchToolLog");
var BuildPathToolPath = DownloadBuildPackageTool();
string ArtifactId = ParseParamValue("ArtifactId", null);
string BuildRoot = ParseParamValue("BuildRoot", null);
string CloudDir = ParseParamValue("CloudDir", null);
string BuildVersion = ParseParamValue("BuildVersion", null);
string AppLaunch = ParseParamValue("AppLaunch", null);
string AppArgs = ParseParamValue("AppArgs", null);
string FileAttributeList = ParseParamValue("FileAttributeList", null);
string FileIgnoreList = ParseParamValue("FileIgnoreList", null);
string Platform = ParseParamValue("Platform", null);
string Label = ParseParamValue("Label", null);
string CommandLineFile = ParseParamValue("CommandLineFile", null);
if (Directory.Exists(CloudDir))
{
Directory.Delete(CloudDir, true);
}
// Verify nothing is locked before moving on.
{
CommandUtils.LogInformation("Are Build Files Are Unlocked: Starting");
string[] FilesInBuildRoot = Directory.GetFiles(BuildRoot);
// We need to make sure nothing is locking the build files.
Stopwatch stopwatch = new Stopwatch();
stopwatch.Start();
while (stopwatch.Elapsed.TotalSeconds < 30)
{
List<Process> LockingProcesses = Win32Processes.GetProcessesLockingFiles(FilesInBuildRoot);
if (LockingProcesses.Count > 0)
{
string LockingProcessesString = string.Join(", ", LockingProcesses.Select(c => c.ProcessName));
CommandUtils.LogInformation("The following processes are locking files, {0}", LockingProcessesString);
Thread.Sleep(2000);
}
}
stopwatch.Stop();
CommandUtils.LogInformation("Are Build Files Are Unlocked: Done");
}
CommandUtils.LogInformation("Running BuildPatchTool Patch Generation on {0}", ArtifactId);
{
string Args = "";
Args += Arg("mode", "PatchGeneration");
Args += Arg("ArtifactId", ArtifactId);
Args += Arg("BuildRoot", Path.GetFullPath(BuildRoot));
Args += Arg("CloudDir", Path.GetFullPath(CloudDir));
Args += Arg("BuildVersion", BuildVersion);
Args += Arg("AppLaunch", AppLaunch);
Args += Arg("AppArgs", AppArgs);
Args += Arg("FileAttributeList", FileAttributeList);
Args += Arg("FileIgnoreList", FileIgnoreList);
if (!String.IsNullOrEmpty(CommandLineFile))
{
Args += " " + File.ReadAllText(Path.GetFullPath(CommandLineFile));
}
// Add -stdout so that Horde gets logging.
Args += Arg("stdout");
//string LogFileName = String.Concat("BuildPatchTool-PatchGeneration-", LogInstanceId);
//string LogFilePath = Path.Combine(LogFileDirectory, String.Concat(LogFileName, ".stdout.log"));
try
{
CommandUtils.RunAndLog(BuildPathToolPath, Args);
}
catch (AutomationException Ex)
{
CommandUtils.LogError(Ex.ToString());
//if (File.Exists(LogFilePath))
//{
// CommandUtils.LogInformation(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>");
// CommandUtils.LogInformation(File.ReadAllText(LogFilePath));
// CommandUtils.LogInformation(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>");
//}
throw Ex;
}
}
CommandUtils.LogInformation("BuildPatchTool Patch Generation Done!");
CommandUtils.LogInformation("Running BuildPatchTool LabelBuild on {0}", ArtifactId);
{
string Args = "";
Args += Arg("mode", "LabelBuild");
Args += Arg("ArtifactId", ArtifactId);
Args += Arg("BuildRoot", Path.GetFullPath(BuildRoot));
Args += Arg("CloudDir", Path.GetFullPath(CloudDir));
Args += Arg("BuildVersion", BuildVersion);
Args += Arg("Platform", Platform);
Args += Arg("Label", Label);
if (!String.IsNullOrEmpty(CommandLineFile))
{
Args += " " + File.ReadAllText(Path.GetFullPath(CommandLineFile));
}
// Add -stdout so that Horde gets logging.
Args += Arg("stdout");
//string LogFileName = String.Concat("BuildPatchTool-LabelBuild-", LogInstanceId);
//string LogFilePath = Path.Combine(LogFileDirectory, String.Concat(LogFileName, ".stdout.log"));
try
{
CommandUtils.RunAndLog(BuildPathToolPath, Args/*, LogFilePath*/);
}
catch (AutomationException Ex)
{
CommandUtils.LogError(Ex.ToString());
//if (File.Exists(LogFilePath))
//{
// CommandUtils.LogInformation(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>");
// CommandUtils.LogInformation(File.ReadAllText(LogFilePath));
// CommandUtils.LogInformation(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>");
//}
throw Ex;
}
}
CommandUtils.LogInformation("BuildPatchTool Patch Generation Done!");
LogInformation("*************************");
}
private static string Arg(string Key, string Value)
{
return Value == null ? "" : " -" + Key + "=\"" + Value + "\"";
}
private static string Arg(string Key, int Value)
{
return " -" + Key + "=" + Value;
}
private static string Arg(string Key, ulong Value)
{
return " -" + Key + "=" + Value;
}
private static string Arg(string Key)
{
return " -" + Key;
}
private static string Arg(string Key, IEnumerable<string> Value)
{
return " -" + Key + "=\"" + string.Join(",", Value) + "\"";
}
private static string CustomArgs<T>(string ArgName, List<KeyValuePair<string, T>> CustomArgs)
{
var Result = new StringBuilder();
if (CustomArgs != null)
{
foreach (var CustomArg in CustomArgs)
{
Result.Append(string.Format(" -{0}=\"{1}={2}\"", ArgName, CustomArg.Key, CustomArg.Value.ToString()));
}
}
return Result.ToString();
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netcoreapp3.1</TargetFramework>
<OutputType>Library</OutputType>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>
<Configurations>Debug;Release;Development</Configurations>
<RootNamespace>Lyra.Automation</RootNamespace>
<AssemblyName>Lyra.Automation</AssemblyName>
<OutputPath>..\..\..\..\..\Binaries\DotNET\AutomationTool\AutomationScripts\Lyra</OutputPath>
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
<WarningsNotAsErrors>612,618</WarningsNotAsErrors>
<DebugType>pdbonly</DebugType>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\..\..\..\Engine\Source\Programs\AutomationTool\AutomationUtils\AutomationUtils.Automation.csproj" />
<ProjectReference Include="..\..\..\..\..\Engine\Source\Programs\AutomationTool\CrowdinLocalization\CrowdinLocalization.Automation.csproj" />
<ProjectReference Include="..\..\..\..\..\Engine\Source\Programs\AutomationTool\Localization\Localization.Automation.csproj" />
<ProjectReference Include="..\..\..\..\..\Engine\Source\Programs\AutomationTool\OneSkyLocalization\OneSkyLocalization.Automation.csproj" />
<ProjectReference Include="..\..\..\..\..\Engine\Source\Programs\AutomationTool\XLocLocalization\XLocLocalization.Automation.csproj" />
<ProjectReference Include="..\..\..\..\..\Engine\Source\Programs\Shared\EpicGames.Core\EpicGames.Core.csproj" PrivateAssets="All">
<Private>false</Private>
</ProjectReference>
<ProjectReference Include="..\..\..\..\..\Engine\Source\Programs\AutomationTool\Gauntlet\Gauntlet.Automation.csproj" PrivateAssets="All">
<Private>false</Private>
</ProjectReference>
<ProjectReference Include="..\..\..\..\..\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj" />
</ItemGroup>
</Project>

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@ -0,0 +1,22 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Reflection;
[assembly: System.Reflection.AssemblyCompanyAttribute("Lyra.Automation")]
[assembly: System.Reflection.AssemblyConfigurationAttribute("Development")]
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0")]
[assembly: System.Reflection.AssemblyProductAttribute("Lyra.Automation")]
[assembly: System.Reflection.AssemblyTitleAttribute("Lyra.Automation")]
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
// Generated by the MSBuild WriteCodeFragment class.

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@ -0,0 +1 @@
c0c7e848f7002ef5025a064f7033f6babd078c5d

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@ -0,0 +1 @@
a762d8a27d83b4e90ce393e1cfccea1755c68fbe

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@ -0,0 +1,11 @@
D:\build\++UE5\Sync\Binaries\DotNET\AutomationTool\AutomationScripts\Lyra\UnrealBuildTool.exe
D:\build\++UE5\Sync\Binaries\DotNET\AutomationTool\AutomationScripts\Lyra\Lyra.Automation.deps.json
D:\build\++UE5\Sync\Binaries\DotNET\AutomationTool\AutomationScripts\Lyra\Lyra.Automation.dll
D:\build\++UE5\Sync\Binaries\DotNET\AutomationTool\AutomationScripts\Lyra\Lyra.Automation.pdb
D:\build\++UE5\Sync\Samples\Games\Lyra\Build\Scripts\obj\Development\Lyra.Automation.csprojAssemblyReference.cache
D:\build\++UE5\Sync\Samples\Games\Lyra\Build\Scripts\obj\Development\Lyra.Automation.AssemblyInfoInputs.cache
D:\build\++UE5\Sync\Samples\Games\Lyra\Build\Scripts\obj\Development\Lyra.Automation.AssemblyInfo.cs
D:\build\++UE5\Sync\Samples\Games\Lyra\Build\Scripts\obj\Development\Lyra.Automation.csproj.CoreCompileInputs.cache
D:\build\++UE5\Sync\Samples\Games\Lyra\Build\Scripts\obj\Development\Lyra.Automation.csproj.CopyComplete
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6
Build/UnrealGameSync.ini Normal file
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[Default]
BuildHealthProject=Lyra
;[//UE5/Main/Samples/Games/Lyra/Lyra.uproject]
;Message=:alert: You can put a message here, including [hyperlinks to docs](http://example.com)
;StatusPanelColor=#9b49cc

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[ForwardShadingQuality_GLSL_ES3_1_ANDROID ShaderPlatformQualitySettings]
QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bForceDisablePreintegratedGF=False,bDisableMaterialNormalCalculation=False,MobileShadowQuality=PCF_3x3)
QualityOverrides[1]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bForceDisablePreintegratedGF=False,bDisableMaterialNormalCalculation=False,MobileShadowQuality=PCF_3x3)
QualityOverrides[2]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bForceDisablePreintegratedGF=False,bDisableMaterialNormalCalculation=False,MobileShadowQuality=PCF_3x3)
QualityOverrides[3]=(bDiscardQualityDuringCook=False,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bForceDisablePreintegratedGF=False,bDisableMaterialNormalCalculation=False,MobileShadowQuality=PCF_3x3)
[ConsoleVariables]
dp.AllowScalabilityGroupsToChangeAtRuntime=1
; Audio Mixer Settings for Android:
au.DisableFiltering=0
au.DisableEnvelopeFollowing=1
au.DisableSourceEffects=0
au.BypassAudioPlugins=1
au.DisableReverbSubmix=1
au.DisableSubmixEffectEQ=1
au.DisableStoppingVoices=1
au.DecompressionThreshold=0.05
au.DisableBinauralSpatialization=1
au.RealtimeDecompressZeroDurationSounds=1
au.ForceSyncAudioDecodes=1
au.UnderrunTimeoutMSec=5

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[CommonInputPlatformSettings_Android CommonInputPlatformSettings]
DefaultInputType=Touch
bSupportsMouseAndKeyboard=False
bSupportsGamepad=True
;@TODO: Android should default to Generic probably: DefaultGamepadName=Generic
DefaultGamepadName=XboxOne
bCanChangeGamepadType=True
bSupportsTouch=True
;@TODO: Android+CommonUI:
;+ControllerData=/Game/UI/Foundation/Input/CommonUI_TouchBrushData.CommonUI_TouchBrushData_C
;+ControllerData=/Game/UI/Foundation/Input/CommonUI_GenericBrushData.CommonUI_GenericBrushData_C
+ControllerData=/Game/UI/Foundation/Platform/Input/GamepadXboxOne/CommonInput_Gamepad_XboxOne.CommonInput_Gamepad_XboxOne_C
+ControllerData=/Game/UI/Foundation/Platform/Input/GamepadPS4/CommonInput_Gamepad_PS4.CommonInput_Gamepad_PS4_C
[/Script/CommonUI.CommonUISettings]
+PlatformTraits=(TagName="Platform.Trait.Input.PrimarlyTouchScreen")
+PlatformTraits=(TagName="Platform.Trait.SingleOnlineUser")
[LyraPlatformSpecificRenderingSettings_Android LyraPlatformSpecificRenderingSettings]
FramePacingMode=MobileStyle
bSupportsGranularVideoQualitySettings=false
bSupportsAutomaticVideoQualityBenchmark=false

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[OnlineSubsystem]
DefaultPlatformService=EOSPlus
[OnlineSubsystemEOS]
bEnabled=true
[OnlineSubsystemEOSPlus]
bEnabled=true
[OnlineServices]
DefaultServices=Epic
[OnlineServices.EOS]
; Don't use EAS on most platforms. Specific platforms that want it can enable this.
bUseEAS=false
[/Script/OnlineSubsystemUtils.OnlineEngineInterfaceImpl]
!CompatibleUniqueNetIdTypes=ClearArray
+CompatibleUniqueNetIdTypes=EOS
+CompatibleUniqueNetIdTypes=EOSPlus
[/Script/OnlineSubsystemEOS.EOSSettings]
CacheDir=CacheDir
DefaultArtifactName=OSSv1EOS
TickBudgetInMilliseconds=0
bEnableOverlay=True
bEnableSocialOverlay=True
bUseEAS=False
bUseEOSConnect=True
bMirrorStatsToEOS=True
bMirrorAchievementsToEOS=True
bUseEOSSessions=True
bMirrorPresenceToEAS=True
bShouldEnforceBeingLaunchedByEGS=false
!TitleStorageTags=ClearArray
+TitleStorageTags="OSS"
+TitleStorageTags="UI"
+TitleStorageTags="UI+OSS"
+TitleStorageTags="OSS+UI"
+TitleStorageTags="HOTFIX"
+TitleStorageTags="HOTFIX+UI"
;For OSSv1, fill in the following line with actual details and then uncomment
;+Artifacts=(ArtifactName="OSSv1EOS",ClientId="CLIENTID",ClientSecret="CLIENTSECRET",ProductId="PRODUCTID",SandboxId="SANDBOXID",DeploymentId="DEPLOYTMENTID",EncryptionKey="ENCRYPTIONKEY")
;For OSSv2, fill in the following lines with actual details and then uncomment
;+[OnlineServices.EOS]
;+ProductId=PRODUCTID
;+SandboxId=SANDBOXID
;+DeploymentId=DEPLOYTMENTID
;+ClientId=CLIENTID
;+ClientSecret=CLIENTSECRET
[/Script/SocketSubsystemEOS.NetDriverEOSBase]
bIsUsingP2PSockets=true
[/Script/Engine.Engine]
!NetDriverDefinitions=ClearArray
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="SocketSubsystemEOS.NetDriverEOSBase",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
+NetDriverDefinitions=(DefName="DemoNetDriver",DriverClassName="/Script/Engine.DemoNetDriver",DriverClassNameFallback="/Script/Engine.DemoNetDriver")
[/Script/Engine.GameEngine]
!NetDriverDefinitions=ClearArray
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="SocketSubsystemEOS.NetDriverEOSBase",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
+NetDriverDefinitions=(DefName="DemoNetDriver",DriverClassName="/Script/Engine.DemoNetDriver",DriverClassNameFallback="/Script/Engine.DemoNetDriver")

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[Staging]
; Example of how you could exclude a config file but only in certain custom configs
;+BlacklistConfigFiles=Lyra/Config/GameplayTags/ExampleTags.ini

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[DeviceProfiles]
; Add a new mobile type as a base for IOS and Android and several performance buckets
+DeviceProfileNameAndTypes=Mobile,Mobile
+DeviceProfileNameAndTypes=IOS_Low,IOS
+DeviceProfileNameAndTypes=IOS_Mid,IOS
+DeviceProfileNameAndTypes=IOS_High,IOS
+DeviceProfileNameAndTypes=IOS_Epic,IOS
[/Script/Engine.TextureLODSettings]
; This section overrides the default texture groups, in this case it defines the UI With Mips category named in DefaultEngine.ini
; Any changes here are inherited by any device profiles that do not override lod groups
; If a platform overrides a group in the engine BasePlatformDeviceProfiles.ini file, they must be also be overridden here in that same profile
+TextureLODGroups=(Group=TEXTUREGROUP_Project01,MinLODSize=32,MaxLODSize=2048,LODBias=0,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
; Default settings for all mobile devices
[Mobile DeviceProfile]
DeviceType=Mobile
BaseProfileName=
+TextureLODGroups=(Group=TEXTUREGROUP_World,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default)
+TextureLODGroups=(Group=TEXTUREGROUP_WorldNormalMap,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default)
+TextureLODGroups=(Group=TEXTUREGROUP_WorldSpecular,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default)
+TextureLODGroups=(Group=TEXTUREGROUP_Character,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default)
+TextureLODGroups=(Group=TEXTUREGROUP_CharacterNormalMap,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default)
+TextureLODGroups=(Group=TEXTUREGROUP_CharacterSpecular,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default)
+TextureLODGroups=(Group=TEXTUREGROUP_Weapon,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default)
+TextureLODGroups=(Group=TEXTUREGROUP_WeaponNormalMap,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default)
+TextureLODGroups=(Group=TEXTUREGROUP_WeaponSpecular,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default)
+TextureLODGroups=(Group=TEXTUREGROUP_Vehicle,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default)
+TextureLODGroups=(Group=TEXTUREGROUP_VehicleNormalMap,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default)
+TextureLODGroups=(Group=TEXTUREGROUP_VehicleSpecular,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default)
+TextureLODGroups=(Group=TEXTUREGROUP_Project01,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=32,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="Aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default)
; Default to 4x MSAA
+CVars=r.MSAACount=4
; All anti aliasing is disabled by default. Could be enabled on a specific devices (3=MSAA or 1=FXAA)
+CVars=r.Mobile.AntiAliasing=0
; Settings for GPU particles
+CVars=FX.AllowGPUParticles=1
; Max 256k partices
+CVars=fx.GPUSimulationTextureSizeX=512
+CVars=fx.GPUSimulationTextureSizeY=512
; Scalability Groups
+CVars=sg.ViewDistanceQuality=0
+CVars=sg.AntiAliasingQuality=0
+CVars=sg.ShadowQuality=0
+CVars=sg.PostProcessQuality=0
+CVars=sg.TextureQuality=0
+CVars=sg.EffectsQuality=0
+CVars=sg.FoliageQuality=0
; Dump shaders for non-active material qualities on load
+CVars=r.DiscardUnusedQuality=1
; Settings we want disabled globally / not set by scalability
+CVars=r.DetailMode=0
; Cook out emitters that don't match the device's detail mode
+CVars=fx.PruneEmittersOnCookByDetailMode=1
+CVars=r.CookOutUnusedDetailModeComponents=1
; Default all devices to 30fps vsync
+CVars=r.VSync=1
+CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=30
; Animation - Frame Stripping on mobile to save memory
+CVars=a.StripFramesOnCompression=1
+CVars=a.StripOddFramesWhenFrameStripping=1
+CVars=r.RenderTargetPoolMin=150
; Allow time-critical textures to be streamed in quickly on platforms with long streaming update cycle
+CVars=r.Streaming.AllowFastForceResident=1
+CVars=r.Streaming.PoolSizeForMeshes=25
[IOS DeviceProfile]
DeviceType=IOS
BaseProfileName=Mobile
; Enable MSAA on all iOS by default
+CVars=r.Mobile.AntiAliasing=3
; Dynamic res/temporal upsampling for 30FPS, 900p output res
+CVars=r.DynamicRes.TargetedGPUHeadRoomPercentage=5.0
+CVars=r.DynamicRes.MinScreenPercentage=50
+CVars=r.DynamicRes.OperationMode=1
+CVars=r.SecondaryScreenPercentage.GameViewport=83.33
; ------------------------------------------------------------------------------
; iOS: Scalability buckets for low/med/high
; ------------------------------------------------------------------------------
[IOS_Low DeviceProfile]
BaseProfileName=IOS
+CVars=sg.ViewDistanceQuality=0
+CVars=sg.AntiAliasingQuality=0
+CVars=sg.ShadowQuality=0
+CVars=sg.PostProcessQuality=0
+CVars=sg.TextureQuality=0
+CVars=sg.EffectsQuality=0
+CVars=sg.FoliageQuality=0
+CVars=r.RenderTargetPoolMin=75
+CVars=r.NumBufferedOcclusionQueries=2
+CVars=s.PriorityAsyncLoadingExtraTime=15.0
[IOS_Mid DeviceProfile]
BaseProfileName=IOS
+CVars=sg.ViewDistanceQuality=1
+CVars=sg.AntiAliasingQuality=1
+CVars=sg.ShadowQuality=1
+CVars=sg.PostProcessQuality=1
+CVars=sg.TextureQuality=1
+CVars=sg.EffectsQuality=1
+CVars=sg.FoliageQuality=1
+CVars=sg.ShadowQuality.Frontend=0
+CVars=r.RenderTargetPoolMin=100
+CVars=r.MobileContentScaleFactor=1.5
+CVars=r.Streaming.PoolSize=85
+CVars=grass.densityScale=0
+CVars=grass.DiscardDataOnLoad=1
+CVars=foliage.densityScale=0
+CVars=foliage.DiscardDataOnLoad=1
+CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=60
+CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=60:1
; Anim dynamics is enabled, but only on LOD0
+CVars=p.AnimDynamics=1
+CVars=p.AnimDynamicsLODThreshold=0
; Rigid body is actually enabled in IOS_Mid
+CVars=p.RigidBodyLODThreshold=0
[IOS_High DeviceProfile]
BaseProfileName=IOS
+CVars=sg.ViewDistanceQuality=2
+CVars=sg.AntiAliasingQuality=2
+CVars=sg.ShadowQuality=2
+CVars=sg.PostProcessQuality=2
+CVars=sg.TextureQuality=2
+CVars=sg.EffectsQuality=2
+CVars=sg.FoliageQuality=2
+CVars=sg.ShadowQuality.Frontend=0
+CVars=r.RenderTargetPoolMin=150
+CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=60
+CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=60:1
+CVars=p.RigidBodyNode=1
[IOS_Epic DeviceProfile]
BaseProfileName=IOS
+CVars=sg.ViewDistanceQuality=3
+CVars=sg.AntiAliasingQuality=3
+CVars=sg.ShadowQuality=3
+CVars=sg.PostProcessQuality=3
+CVars=sg.TextureQuality=3
+CVars=sg.EffectsQuality=3
+CVars=sg.FoliageQuality=3
+CVars=sg.ShadowQuality.Frontend=0
+CVars=r.RenderTargetPoolMin=200
+CVars=p.RigidBodyNode=1
+CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=60
+CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=60:2
; ------------------------------------------------------------------------------
; iOS: Low spec devices
; ------------------------------------------------------------------------------
[iPhone6S DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.5
+CVars=sg.ResolutionQuality=70
[iPhone6SPlus DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.28
[iPhoneSE DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.5
[iPhone6 DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.0
[iPhone6Plus DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.0
[iPhone5S DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.0
[iPad5 DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.0
+CVars=sg.ResolutionQuality=85
[iPadAir2 DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.0
+CVars=sg.ResolutionQuality=75
[iPadAir DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.0
[iPadMini4 DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.0
[iPadMini2 DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.0
[iPadMini3 DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.0
[iPodTouch6 DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.0
; ------------------------------------------------------------------------------
; iOS: Mid spec devices
; ------------------------------------------------------------------------------
[iPodTouch7 DeviceProfile]
BaseProfileName=IOS_Mid
+CVars=r.MobileContentScaleFactor=1.6
[iPhone7 DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.6
[iPhone7Plus DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.5
[iPadPro129 DeviceProfile]
BaseProfileName=IOS_Mid
+CVars=r.MobileContentScaleFactor=1.0
[iPadPro97 DeviceProfile]
BaseProfileName=IOS_Mid
+CVars=r.MobileContentScaleFactor=1.25
[iPad6 DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.0
; ------------------------------------------------------------------------------
; iOS: High spec devices
; ------------------------------------------------------------------------------
[iPhone8 DeviceProfile]
BaseProfileName=IOS_Low
+CVars=r.MobileContentScaleFactor=1.6
+CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=60
+CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=60:0
[iPhone8Plus DeviceProfile]
BaseProfileName=IOS_High
+CVars=r.MobileContentScaleFactor=1.956
+CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=60:1
[iPadPro2_129 DeviceProfile]
BaseProfileName=IOS_High
+CVars=r.MobileContentScaleFactor=1.23
[iPadPro105 DeviceProfile]
BaseProfileName=IOS_High
+CVars=r.MobileContentScaleFactor=1.3
[iPhoneX DeviceProfile]
BaseProfileName=IOS_Mid
+CVars=r.MobileContentScaleFactor=1.775
; non-notch side
+CVars=SafeZone.Landscape.Left=15
+CVars=SafeZone.Landscape.Top=5
; notch side
+CVars=SafeZone.Landscape.Right=26
+CVars=SafeZone.Landscape.Bottom=15
+CVars=Lyra.DeviceProfile.Mobile.ResolutionQualityLimits=60:75
[iPad7 DeviceProfile]
BaseProfileName=IOS_High
+CVars=r.MobileContentScaleFactor=1.23
+CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60
[iPad8 DeviceProfile]
BaseProfileName=IOS_High
+CVars=r.MobileContentScaleFactor=1.23
+CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60
; ------------------------------------------------------------------------------
; iOS: Epic spec devices
; ------------------------------------------------------------------------------
[iPadPro11 DeviceProfile]
BaseProfileName=IOS_Epic
+CVars=r.MobileContentScaleFactor=2.0
+CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=120
+CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=120:1
+CVars=Lyra.DeviceProfile.Mobile.ResolutionQualityLimits=120:50
+CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60
[iPadPro2_11 DeviceProfile]
BaseProfileName=IOS_Epic
+CVars=r.MobileContentScaleFactor=2.0
+CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=120
+CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=120:1
+CVars=Lyra.DeviceProfile.Mobile.ResolutionQualityLimits=120:50
+CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60
[iPadPro3_129 DeviceProfile]
BaseProfileName=IOS_Epic
+CVars=r.MobileContentScaleFactor=1.75
+CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=120
+CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=120:1
+CVars=Lyra.DeviceProfile.Mobile.ResolutionQualityLimits=120:50
+CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60
[iPadPro4_129 DeviceProfile]
BaseProfileName=IOS_Epic
+CVars=r.MobileContentScaleFactor=1.75
+CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=120
+CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=120:1
+CVars=Lyra.DeviceProfile.Mobile.ResolutionQualityLimits=120:50
+CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60
[iPhoneXS DeviceProfile]
BaseProfileName=IOS_High
+CVars=r.MobileContentScaleFactor=1.775
; non-notch side
+CVars=SafeZone.Landscape.Left=15
+CVars=SafeZone.Landscape.Top=5
; notch side
+CVars=SafeZone.Landscape.Right=26
+CVars=SafeZone.Landscape.Bottom=15
[iPhoneXSMax DeviceProfile]
BaseProfileName=IOS_High
; scale to have the same backbuffer resolution as XS.
+CVars=r.MobileContentScaleFactor=1.6
; non-notch side
+CVars=SafeZone.Landscape.Left=15
+CVars=SafeZone.Landscape.Top=5
; notch side
+CVars=SafeZone.Landscape.Right=26
+CVars=SafeZone.Landscape.Bottom=15
[iPhoneXR DeviceProfile]
BaseProfileName=IOS_Mid
+CVars=r.MobileContentScaleFactor=1.775
; non-notch side
+CVars=SafeZone.Landscape.Left=15
+CVars=SafeZone.Landscape.Top=5
; notch side
+CVars=SafeZone.Landscape.Right=26
+CVars=SafeZone.Landscape.Bottom=15
[iPhone11Pro DeviceProfile]
BaseProfileName=IOS_High
+CVars=r.MobileContentScaleFactor=1.775
; non-notch side
+CVars=SafeZone.Landscape.Left=15
+CVars=SafeZone.Landscape.Top=5
; notch side
+CVars=SafeZone.Landscape.Right=26
+CVars=SafeZone.Landscape.Bottom=15
[iPhone11ProMax DeviceProfile]
BaseProfileName=IOS_High
; scale to have the same backbuffer resolution as XS.
+CVars=r.MobileContentScaleFactor=1.6
; non-notch side
+CVars=SafeZone.Landscape.Left=15
+CVars=SafeZone.Landscape.Top=5
; notch side
+CVars=SafeZone.Landscape.Right=26
+CVars=SafeZone.Landscape.Bottom=15
[iPhone11 DeviceProfile]
BaseProfileName=IOS_High
+CVars=r.MobileContentScaleFactor=1.775
; non-notch side
+CVars=SafeZone.Landscape.Left=15
+CVars=SafeZone.Landscape.Top=5
; notch side
+CVars=SafeZone.Landscape.Right=26
+CVars=SafeZone.Landscape.Bottom=15
[iPhoneSE2 DeviceProfile]
BaseProfileName=IOS_High
+CVars=r.MobileContentScaleFactor=1.775
[iPadAir3 DeviceProfile]
BaseProfileName=IOS_Mid
+CVars=r.MobileContentScaleFactor=2.0
+CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60
[iPadAir4 DeviceProfile]
BaseProfileName=IOS_Mid
+CVars=r.MobileContentScaleFactor=2.0
+CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60
[iPadMini5 DeviceProfile]
BaseProfileName=IOS_Mid
+CVars=r.MobileContentScaleFactor=2.0
+CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60
; TODO: Fill in Android device profiles
[Android DeviceProfile]
DeviceType=Android
BaseProfileName=Mobile

76
Config/DefaultEditor.ini Normal file
View File

@ -0,0 +1,76 @@
; This sets the default classes that appear in the new blueprint dialogue
[/Script/UnrealEd.UnrealEdOptions]
!NewAssetDefaultClasses=ClearArray
+NewAssetDefaultClasses=(ClassName="/Script/LyraGame.LyraCharacter", AssetClass="/Script/Engine.Blueprint")
+NewAssetDefaultClasses=(ClassName="/Script/LyraGame.LyraGameMode", AssetClass="/Script/Engine.Blueprint")
+NewAssetDefaultClasses=(ClassName="/Script/LyraGame.LyraGameplayAbility", AssetClass="/Script/Engine.Blueprint")
+NewAssetDefaultClasses=(ClassName="/Script/GameplayAbilities.GameplayEffect", AssetClass="/Script/Engine.Blueprint")
+NewAssetDefaultClasses=(ClassName="/Script/GameplayAbilities.GameplayCueNotify_Burst", AssetClass="/Script/Engine.Blueprint")
+NewAssetDefaultClasses=(ClassName="/Script/GameplayAbilities.GameplayCueNotify_BurstLatent", AssetClass="/Script/Engine.Blueprint")
+NewAssetDefaultClasses=(ClassName="/Script/GameplayAbilities.GameplayCueNotify_Looping", AssetClass="/Script/Engine.Blueprint")
; Clears out the list of UI folders to always cook, which is a backward compatibility feature
[UI]
!ContentDirectories=ClearArray
[/Script/CommonUI.CommonUIEditorSettings]
TemplateTextStyle=/Game/UI/Foundation/Text/TextStyle-Regular.TextStyle-Regular_C
TemplateButtonStyle=/Game/UI/Foundation/Buttons/ButtonStyle-Primary-M.ButtonStyle-Primary-M_C
; These settings hide some of the engine default widgets so the common UI ones are chosen instead
[/Script/UMGEditor.UMGEditorProjectSettings]
DefaultCompilerOptions=(bAllowBlueprintTick=True,bAllowBlueprintPaint=True,PropertyBindingRule=Prevent,Rules=)
bShowWidgetsFromEngineContent=False
bShowWidgetsFromDeveloperContent=True
+WidgetClassesToHide=/Script/UMG.WidgetSwitcher
+WidgetClassesToHide=/Script/UMG.TextBlock
bUseWidgetTemplateSelector=False
DefaultRootWidget=None
+DebugResolutions=(Width=3840,Height=2160,Description="",Color=(R=0.745404,G=0.904661,B=1.000000,A=1.000000))
+DebugResolutions=(Width=3440,Height=1440,Description="",Color=(R=0.439657,G=0.783538,B=0.982251,A=1.000000))
+DebugResolutions=(Width=2560,Height=1440,Description="",Color=(R=0.208637,G=0.644480,B=0.973445,A=1.000000))
+DebugResolutions=(Width=1440,Height=2560,Description="",Color=(R=0.215861,G=0.651406,B=0.973445,A=1.000000))
+DebugResolutions=(Width=2560,Height=1080,Description="",Color=(R=0.064803,G=0.539479,B=0.955973,A=1.000000))
+DebugResolutions=(Width=2048,Height=1536,Description="",Color=(R=0.009134,G=0.462077,B=0.947307,A=1.000000))
+DebugResolutions=(Width=1536,Height=2048,Description="",Color=(R=0.009134,G=0.462077,B=0.947307,A=1.000000))
+DebugResolutions=(Width=1920,Height=1080,Description="",Color=(R=0.000000,G=0.386429,B=0.930111,A=1.000000))
+DebugResolutions=(Width=1080,Height=1920,Description="",Color=(R=0.000000,G=0.386429,B=0.930111,A=1.000000))
+DebugResolutions=(Width=1280,Height=720,Description="",Color=(R=0.000000,G=0.318547,B=0.806952,A=1.000000))
+DebugResolutions=(Width=720,Height=1280,Description="",Color=(R=0.000000,G=0.318547,B=0.806952,A=1.000000))
+DebugResolutions=(Width=1136,Height=640,Description="",Color=(R=0.000000,G=0.238398,B=0.658375,A=1.000000))
+DebugResolutions=(Width=640,Height=1136,Description="",Color=(R=0.000000,G=0.238398,B=0.658375,A=1.000000))
[/Script/UnrealEd.BlueprintEditorProjectSettings]
+BaseClassesToAllowRecompilingDuringPlayInEditor=/Script/GameplayAbilities.GameplayCueNotify_Actor
+BaseClassesToAllowRecompilingDuringPlayInEditor=/Script/GameplayAbilities.GameplayCueNotify_Static
[/Script/Localization.LocalizationSettings]
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+EngineTargetsSettings=(Name="Engine",Guid=33482D004789784C9DA695A682ACCA1B,TargetDependencies=,AdditionalManifestDependencies=,RequiredModuleNames=,GatherFromTextFiles=(IsEnabled=True,SearchDirectories=((Path="Source/Runtime/"),(Path="Source/Developer/"),(Path="Config/")),ExcludePathWildcards=((Pattern="Source/Developer/NoRedist/CommunityPortalServices/*"),(Pattern="Source/Developer/NoRedist/UnrealEngineLauncherServices/*"),(Pattern="Source/Developer/NoRedist/BuildPatchServices/*")),FileExtensions=((Pattern="cpp"),(Pattern="h"),(Pattern="c"),(Pattern="inl"),(Pattern="mm"),(Pattern="ini")),ShouldGatherFromEditorOnlyData=False),GatherFromPackages=(IsEnabled=True,IncludePathWildcards=((Pattern="Content/*")),ExcludePathWildcards=((Pattern="Content/Editor/*"),(Pattern="Content/Tutorial/*"),(Pattern="Content/Developers/*"),(Pattern="Content/TestPackages/*"),(Pattern="Content/QA_Assets/*"),(Pattern="Content/Maps/Automation/*"),(Pattern="Content/EngineSounds/*")),FileExtensions=((Pattern="umap"),(Pattern="uasset")),Collections=,ExcludeClasses=,ShouldExcludeDerivedClasses=False,ShouldGatherFromEditorOnlyData=True,SkipGatherCache=False),GatherFromMetaData=(IsEnabled=False,IncludePathWildcards=,ExcludePathWildcards=,KeySpecifications=,ShouldGatherFromEditorOnlyData=True),ExportSettings=(CollapseMode=IdenticalTextIdAndSource,POFormat=Unreal,ShouldPersistCommentsOnExport=False,ShouldAddSourceLocationsAsComments=True),CompileSettings=(SkipSourceCheck=False,ValidateFormatPatterns=True,ValidateSafeWhitespace=False),ImportDialogueSettings=(RawAudioPath=(Path=""),ImportedDialogueFolder="ImportedDialogue",bImportNativeAsSource=False),NativeCultureIndex=0,SupportedCulturesStatistics=((CultureName="en"),(CultureName="es"),(CultureName="ja"),(CultureName="ko"),(CultureName="pt-BR"),(CultureName="zh-Hans")))
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+EngineTargetsSettings=(Name="Category",Guid=14B8DEE642A6A7AFEB5A28B959EC373A,TargetDependencies=,AdditionalManifestDependencies=,RequiredModuleNames=,GatherFromTextFiles=(IsEnabled=False,SearchDirectories=,ExcludePathWildcards=,FileExtensions=((Pattern="h"),(Pattern="cpp"),(Pattern="ini")),ShouldGatherFromEditorOnlyData=False),GatherFromPackages=(IsEnabled=False,IncludePathWildcards=,ExcludePathWildcards=,FileExtensions=((Pattern="umap"),(Pattern="uasset")),Collections=,ExcludeClasses=,ShouldExcludeDerivedClasses=False,ShouldGatherFromEditorOnlyData=False,SkipGatherCache=False),GatherFromMetaData=(IsEnabled=True,IncludePathWildcards=((Pattern="Source/Editor/*"),(Pattern="Source/Runtime/*"),(Pattern="Source/Developer/*")),ExcludePathWildcards=((Pattern="Source/Developer/NoRedist/CommunityPortalServices/*")),KeySpecifications=((MetaDataKey=(Name="Category"),TextNamespace="UObjectCategory",TextKeyPattern=(Pattern="{FieldPath}"))),ShouldGatherFromEditorOnlyData=True),ExportSettings=(CollapseMode=IdenticalTextIdAndSource,POFormat=Unreal,ShouldPersistCommentsOnExport=False,ShouldAddSourceLocationsAsComments=True),CompileSettings=(SkipSourceCheck=False,ValidateFormatPatterns=True,ValidateSafeWhitespace=False),ImportDialogueSettings=(RawAudioPath=(Path=""),ImportedDialogueFolder="ImportedDialogue",bImportNativeAsSource=False),NativeCultureIndex=0,SupportedCulturesStatistics=((CultureName="en"),(CultureName="es"),(CultureName="ja"),(CultureName="ko"),(CultureName="pt-BR"),(CultureName="zh-Hans")))
-GameTargetsSettings=(Name="Game",Guid=AE0EA34A45461A25BA65A391026F19F8,TargetDependencies=(33482D004789784C9DA695A682ACCA1B,AC8BFD2A41A2FB2893BB8EA0AF903E6D),AdditionalManifestDependencies=,RequiredModuleNames=,GatherFromTextFiles=(IsEnabled=False,SearchDirectories=,ExcludePathWildcards=,FileExtensions=((Pattern="h"),(Pattern="cpp"),(Pattern="ini"))),GatherFromPackages=(IsEnabled=False,IncludePathWildcards=,ExcludePathWildcards=,FileExtensions=((Pattern="umap"),(Pattern="uasset")),ShouldGatherFromEditorOnlyData=False),GatherFromMetaData=(IsEnabled=False,IncludePathWildcards=,ExcludePathWildcards=,KeySpecifications=,ShouldGatherFromEditorOnlyData=False),NativeCultureIndex=-1,SupportedCulturesStatistics=((CultureName="en")))
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+GameTargetsSettings=(Name="EngineOverrides",Guid=5C65B52E4F69C2CF62360A9D4F62BC6E,TargetDependencies=,AdditionalManifestDependencies=,RequiredModuleNames=,GatherFromTextFiles=(IsEnabled=True,SearchDirectories=((PathRoot=Engine,Path="Source/Runtime/RHI"),(PathRoot=Engine,Path="Source/Runtime/InputCore"),(PathRoot=Engine,Path="Source/Runtime/Online/BuildPatchServices/Private"),(PathRoot=Engine,Path="Source/Runtime/Core/Private/GenericPlatform")),ExcludePathWildcards=,FileExtensions=((Pattern="h"),(Pattern="cpp"),(Pattern="ini")),ShouldGatherFromEditorOnlyData=False),GatherFromPackages=(IsEnabled=False,IncludePathWildcards=,ExcludePathWildcards=((Pattern="Content/L10N/*")),FileExtensions=((Pattern="umap"),(Pattern="uasset")),Collections=,ExcludeClasses=,ShouldExcludeDerivedClasses=False,ShouldGatherFromEditorOnlyData=False,SkipGatherCache=False),GatherFromMetaData=(IsEnabled=False,IncludePathWildcards=,ExcludePathWildcards=,KeySpecifications=,ShouldGatherFromEditorOnlyData=False),ExportSettings=(CollapseMode=IdenticalTextIdAndSource,POFormat=Unreal,ShouldPersistCommentsOnExport=False,ShouldAddSourceLocationsAsComments=True),CompileSettings=(SkipSourceCheck=False,ValidateFormatPatterns=True,ValidateSafeWhitespace=False),ImportDialogueSettings=(RawAudioPath=(Path=""),ImportedDialogueFolder="ImportedDialogue",bImportNativeAsSource=False),NativeCultureIndex=0,SupportedCulturesStatistics=((CultureName="en"),(CultureName="ar"),(CultureName="zh-Hans"),(CultureName="fr"),(CultureName="de"),(CultureName="it"),(CultureName="ja"),(CultureName="ko"),(CultureName="pl"),(CultureName="tr"),(CultureName="ru"),(CultureName="es"),(CultureName="es-419"),(CultureName="pt-BR")))
[/Script/SourceControl.SourceControlPreferences]
+CollectionChangelistTags=#jira none
SpecificCollectionChangelistTags=(("Audit_InCook", "#robomerge[all] #ignore"))
[/Script/UnrealEd.EditorProjectAppearanceSettings]
ShowSearchableNames=ShowByDefault

View File

@ -0,0 +1,7 @@
; This file is used to specify the default values for editor settings
; These are set for new users but individuals can override that in the editor settings UI
[/Script/UnrealEd.LevelEditorPlaySettings]
GameGetsMouseControl=True
RouteGamepadToSecondWindow=True
NetworkEmulationSettings=(bIsNetworkEmulationEnabled=True,EmulationTarget=Server,CurrentProfile="Average",OutPackets=(MinLatency=30,MaxLatency=60,PacketLossPercentage=1),InPackets=(MinLatency=30,MaxLatency=60,PacketLossPercentage=1))

View File

@ -0,0 +1,3 @@
[/Script/UnrealEd.ContentBrowserSettings]
DisplayPluginFolders=True
DisplayCppFolders=False

301
Config/DefaultEngine.ini Normal file
View File

@ -0,0 +1,301 @@
[CoreUObject.UninitializedScriptStructMembersCheck]
EngineModuleReflectedUninitializedPropertyVerbosity=Error
ProjectModuleReflectedUninitializedPropertyVerbosity=Error
ObjectReferenceReflectedUninitializedPropertyVerbosity=Error
[DistillSettings]
+FilesToAlwaysDistill=Audio/*
+FilesToAlwaysDistill=Effects/*
+FilesToAlwaysDistill=Characters/*
+FilesToAlwaysDistill=Legal/*
+FilesToAlwaysDistill=Tools/*
+FilesToAlwaysDistill=UI/*
+FilesToAlwaysDistill=Weapons/*
[/Script/Engine.Engine]
DurationOfErrorsAndWarningsOnHUD=3.0
GameEngine=/Script/LyraGame.LyraGameEngine
UnrealEdEngine=/Script/LyraEditor.LyraEditorEngine
EditorEngine=/Script/LyraEditor.LyraEditorEngine
GameViewportClientClassName=/Script/LyraGame.LyraGameViewportClient
AssetManagerClassName=/Script/LyraGame.LyraAssetManager
WorldSettingsClassName=/Script/LyraGame.LyraWorldSettings
LocalPlayerClassName=/Script/LyraGame.LyraLocalPlayer
GameUserSettingsClassName=/Script/LyraGame.LyraSettingsLocal
[Kismet]
ScriptStackOnWarnings=true
[/Script/EngineSettings.GameMapsSettings]
GlobalDefaultGameMode=/Game/B_LyraGameMode.B_LyraGameMode_C
GameInstanceClass=/Game/B_LyraGameInstance.B_LyraGameInstance_C
GameDefaultMap=/Game/System/FrontEnd/Maps/L_LyraFrontEnd.L_LyraFrontEnd
EditorStartupMap=/Game/System/DefaultEditorMap/L_DefaultEditorOverview.L_DefaultEditorOverview
[/Script/Hotfix.OnlineHotfixManager]
HotfixManagerClassName=/Script/LyraGame.LyraHotfixManager
[/Script/Engine.GarbageCollectionSettings]
gc.PendingKillEnabled=False
[Core.Log]
LogHotfixManager=Log
[/Script/Engine.Player]
ConfiguredInternetSpeed=200000
ConfiguredLanSpeed=200000
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=200000
MaxInternetClientRate=200000
[OnlineServices]
DefaultServices=Null
[/Script/Engine.AutomationTestSettings]
+MapsToPIETest=/Game/System/DefaultEditorMap/L_DefaultEditorOverview.L_DefaultEditorOverview
+MapsToPIETest=/Game/System/FrontEnd/Maps/L_LyraFrontEnd.L_LyraFrontEnd
[/Script/Engine.RendererSettings]
r.SkinCache.CompileShaders=False
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.VirtualTextures=True
r.VirtualTexturedLightmaps=False
r.SupportMaterialLayers=True
r.GPUSkin.Support16BitBoneIndex=True
r.GPUSkin.Support16BitBoneIndex=True
r.CustomDepth=3
r.GenerateMeshDistanceFields=True
r.AllowStaticLighting=False
r.ClearCoatNormal=True
r.Shadow.Virtual.Enable=1
r.AntiAliasingMethod=4
r.DefaultFeature.MotionBlur=True
r.SupportSkyAtmosphereAffectsHeightFog=True
r.ReflectionMethod=1
r.DynamicGlobalIlluminationMethod=1
r.NumBufferedOcclusionQueries=2
r.InstanceCulling.OcclusionCull=0
r.Lumen.TranslucencyReflections.Enable=1
r.ReflectionCaptureResolution=256
r.RayTracing=False
r.Lumen.HardwareRayTracing=False
r.RayTracing.Shadows=False
r.RayTracing.Skylight=False
r.GPUScene.ParallelUpdate=1
r.GPUSkin.UnlimitedBoneInfluences=True
r.SkinCache.DefaultBehavior=0
r.Mobile.EnableStaticAndCSMShadowReceivers=False
r.Mobile.FloatPrecisionMode=2
r.Mobile.AllowDistanceFieldShadows=False
r.Mobile.DisableVertexFog=True
r.Mobile.AmbientOcclusion=False
r.MeshStreaming=True
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[ConsoleVariables]
net.MaxRPCPerNetUpdate=10
net.PingExcludeFrameTime=1
net.AllowAsyncLoading=1
net.DelayUnmappedRPCs=1
gpad.DefaultLeftStickInnerDeadZone=0.24
gpad.DefaultRightStickInnerDeadZone=0.27
[/Script/Engine.CollisionProfile]
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
-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)
-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)
-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)
-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)
-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)
-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)
-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)
-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)
-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)
-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
-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)
-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)
-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)
-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)
+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
+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. ")
+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. ")
+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. ")
+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. ")
+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.")
+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. ")
+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. ")
+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.")
+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.")
+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
+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.")
+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.")
+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.")
+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. ")
+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)")
+Profiles=(Name="LyraPawnMesh",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Lyra_TraceChannel_Weapon_Multi",Response=ECR_Overlap),(Channel="Lyra_TraceChannel_Weapon")),HelpMessage="Collision with a Lyra character mesh")
+Profiles=(Name="LyraPawnCapsule",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Lyra_TraceChannel_Weapon_Capsule"),(Channel="Lyra_TraceChannel_Weapon_Multi",Response=ECR_Overlap)),HelpMessage="Collision with a Lyra character capsule")
+Profiles=(Name="Interactable_OverlapDynamic",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Lyra_TraceChannel_Interaction",Response=ECR_Overlap),(Channel="Lyra_TraceChannel_Weapon_Multi",Response=ECR_Ignore)),HelpMessage="")
+Profiles=(Name="Interactable_BlockDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Lyra_TraceChannel_Interaction",Response=ECR_Overlap)),HelpMessage="")
+Profiles=(Name="AimAssist_OverlapDynamic",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Lyra_TraceChannel_AimAssist",Response=ECR_Overlap)),HelpMessage="")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Lyra_TraceChannel_Interaction")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Lyra_TraceChannel_Weapon")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Lyra_TraceChannel_Weapon_Capsule")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Lyra_TraceChannel_Weapon_Multi")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Lyra_TraceChannel_AimAssist")
+EditProfiles=(Name="BlockAll",CustomResponses=((Channel="Lyra_TraceChannel_Interaction"),(Channel="Lyra_TraceChannel_Weapon"),(Channel="Lyra_TraceChannel_Weapon_Capsule"),(Channel="Lyra_TraceChannel_Weapon_Multi")))
+EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="Lyra_TraceChannel_Interaction"),(Channel="Lyra_TraceChannel_Weapon"),(Channel="Lyra_TraceChannel_Weapon_Capsule"),(Channel="Lyra_TraceChannel_Weapon_Multi")))
+EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="Lyra_TraceChannel_Interaction"),(Channel="Lyra_TraceChannel_Weapon"),(Channel="Lyra_TraceChannel_Weapon_Capsule"),(Channel="Lyra_TraceChannel_Weapon_Multi")))
+EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="Lyra_TraceChannel_Interaction"),(Channel="Lyra_TraceChannel_Weapon"),(Channel="Lyra_TraceChannel_Weapon_Capsule"),(Channel="Lyra_TraceChannel_Weapon_Multi")))
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
[/Script/Engine.UserInterfaceSettings]
RenderFocusRule=Never
HardwareCursors=()
SoftwareCursors=((Default, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(TextEditBeam, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(ResizeLeftRight, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(ResizeUpDown, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(ResizeSouthEast, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(ResizeSouthWest, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(CardinalCross, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(Crosshairs, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(Hand, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(GrabHand, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(GrabHandClosed, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(SlashedCircle, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(EyeDropper, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"))
ApplicationScale=1.000000
UIScaleRule=ScaleToFit
CustomScalingRuleClass=None
UIScaleCurve=(EditorCurveData=(Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=0.666000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000)),DefaultValue=340282346638528859811704183484516925440.000000,PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant),ExternalCurve=None)
bAllowHighDPIInGameMode=False
DesignScreenSize=(X=1920,Y=1080)
bLoadWidgetsOnDedicatedServer=True
[/Script/Engine.AudioSettings]
DefaultSoundClassName=/Game/Audio/Classes/Overall.Overall
DefaultMediaSoundClassName=/Game/Audio/Classes/RenderedCinematics.RenderedCinematics
DefaultSoundConcurrencyName=/Game/Audio/Concurrency/SCon_Default.SCon_Default
DefaultBaseSoundMix=None
VoiPSoundClass=/Game/Audio/Classes/VoiceChat.VoiceChat
MasterSubmix=/Game/Audio/Submixes/MainSubmix.MainSubmix
BaseDefaultSubmix=None
ReverbSubmix=/Engine/EngineSounds/Submixes/MasterReverbSubmixDefault.MasterReverbSubmixDefault
EQSubmix=/Engine/EngineSounds/Submixes/MasterEQSubmixDefault.MasterEQSubmixDefault
VoiPSampleRate=Low16000Hz
MaximumConcurrentStreams=2
GlobalMinPitchScale=0.250000
GlobalMaxPitchScale=4.000000
+QualityLevels=(DisplayName=NSLOCTEXT("AudioSettings", "DefaultSettingsName", "Default"),MaxChannels=64)
bAllowPlayWhenSilent=True
bDisableMasterEQ=True
bAllowCenterChannel3DPanning=False
NumStoppingSources=8
PanningMethod=EqualPower
MonoChannelUpmixMethod=EqualPower
DialogueFilenameFormat="{DialogueGuid}_{ContextId}"
[/Script/LuminRuntimeSettings.LuminRuntimeSettings]
IconModelPath=(Path="")
IconPortalPath=(Path="")
[/Script/Engine.TextureEncodingProjectSettings]
bFinalUsesRDO=True
[EnumRemap]
TEXTUREGROUP_Project01.DisplayName=UI With MIPs
[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
bPackageDataInsideApk=True
bSupportsVulkan=True
[/Script/Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
[/Script/SignificanceManager.SignificanceManager]
SignificanceManagerClassName=/Script/LyraGame.LyraSignificanceManager
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
AudioCallbackBufferFrameSize=256
AudioNumBuffersToEnqueue=7
bUseAudioStreamCaching=True
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
SpatializationPlugin=Simple ITD
ReverbPlugin=Built-in Reverb
OcclusionPlugin=Built-in Occlusion
AudioMaxChannels=0
[/Script/Engine.PhysicsSettings]
PhysicErrorCorrection=(PingExtrapolation=0.100000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000)
DefaultDegreesOfFreedom=Full3D
bSuppressFaceRemapTable=False
bSupportUVFromHitResults=False
bDisableActiveActors=False
bDisableKinematicStaticPairs=False
bDisableKinematicKinematicPairs=False
bDisableCCD=False
bEnableEnhancedDeterminism=False
AnimPhysicsMinDeltaTime=0.000000
bSimulateAnimPhysicsAfterReset=False
MinPhysicsDeltaTime=0.000000
MaxPhysicsDeltaTime=0.033333
bSubstepping=False
bSubsteppingAsync=False
bTickPhysicsAsync=False
AsyncFixedTimeStepSize=0.033333
MaxSubstepDeltaTime=0.016667
MaxSubsteps=6
SyncSceneSmoothingFactor=0.000000
InitialAverageFrameRate=0.016667
PhysXTreeRebuildRate=10
+PhysicalSurfaces=(Type=SurfaceType1,Name="Character")
+PhysicalSurfaces=(Type=SurfaceType2,Name="Concrete")
+PhysicalSurfaces=(Type=SurfaceType3,Name="Glass")
DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,bUseMBPOuterBounds=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPOuterBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2)
MinDeltaVelocityForHitEvents=0.000000
ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double)
[ForwardShadingQuality_SF_VULKAN_SM5_ANDROID ShaderPlatformQualitySettings]
QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bForceDisablePreintegratedGF=False,bDisableMaterialNormalCalculation=False,MobileShadowQuality=PCF_3x3)
QualityOverrides[1]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bForceDisablePreintegratedGF=False,bDisableMaterialNormalCalculation=False,MobileShadowQuality=PCF_3x3)
QualityOverrides[2]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bForceDisablePreintegratedGF=False,bDisableMaterialNormalCalculation=False,MobileShadowQuality=PCF_3x3)
QualityOverrides[3]=(bDiscardQualityDuringCook=False,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bForceDisablePreintegratedGF=False,bDisableMaterialNormalCalculation=False,MobileShadowQuality=PCF_3x3)
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
bAllowNetworkConnection=True
SecurityToken=689E30F141439AA3AADD1797C0A5D111
bIncludeInShipping=False
bAllowExternalStartInShipping=False
bCompileAFSProject=False
bUseCompression=False
bLogFiles=False
bReportStats=False
ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=
[Internationalization]
+LocalizationPaths=%GAMEDIR%Content/Localization/EngineOverrides
[URL]
GameName=LyraStarterGame

220
Config/DefaultGame.ini Normal file
View File

@ -0,0 +1,220 @@
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=48043DA24B6BBE237721098CDFE701C0
Description=Sample starter game for Unreal Engine 5
ProjectName=Lyra
[/Script/LyraGame.LyraPlayerController]
InputYawScale=1.0
InputPitchScale=1.0
InputRollScale=1.0
ForceFeedbackScale=1.0
[/Script/GameplayAbilities.AbilitySystemGlobals]
AbilitySystemGlobalsClassName=/Script/LyraGame.LyraAbilitySystemGlobals
GlobalGameplayCueManagerClass=/Script/LyraGame.LyraGameplayCueManager
PredictTargetGameplayEffects=false
bUseDebugTargetFromHud=true
ActivateFailIsDeadName=Ability.ActivateFail.IsDead
ActivateFailCooldownName=Ability.ActivateFail.Cooldown
ActivateFailCostName=Ability.ActivateFail.Cost
ActivateFailTagsBlockedName=Ability.ActivateFail.TagsBlocked
ActivateFailTagsMissingName=Ability.ActivateFail.TagsMissing
ActivateFailNetworkingName=Ability.ActivateFail.Networking
+GameplayCueNotifyPaths=/Game/GameplayCueNotifies
+GameplayCueNotifyPaths=/Game/GameplayCues
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=200000
MaxDynamicBandwidth=40000
MinDynamicBandwidth=20000
[/Script/GameFeatures.GameFeaturesSubsystemSettings]
GameFeaturesManagerClassName=/Script/LyraGame.LyraGameFeaturePolicy
[/Script/LyraGame.LyraAssetManager]
LyraGameDataPath=/Game/DefaultGameData.DefaultGameData
DefaultPawnData=/Game/Characters/Heroes/EmptyPawnData/DefaultPawnData_EmptyPawn.DefaultPawnData_EmptyPawn
[/Script/Engine.AssetManagerSettings]
-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))
-PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
+PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass="/Script/Engine.World",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Maps")),SpecificAssets=("/Game/System/FrontEnd/Maps/L_LyraFrontEnd.L_LyraFrontEnd", "/Game/System/DefaultEditorMap/L_DefaultEditorOverview.L_DefaultEditorOverview"),Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
+PrimaryAssetTypesToScan=(PrimaryAssetType="LyraGameData",AssetBaseClass="/Script/LyraGame.LyraGameData",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=,SpecificAssets=("/Game/DefaultGameData.DefaultGameData"),Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
+PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass="/Script/Engine.PrimaryAssetLabel",bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
+PrimaryAssetTypesToScan=(PrimaryAssetType="GameFeatureData",AssetBaseClass="/Script/GameFeatures.GameFeatureData",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Unused")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
+PrimaryAssetTypesToScan=(PrimaryAssetType="LyraExperienceDefinition",AssetBaseClass="/Script/LyraGame.LyraExperienceDefinition",bHasBlueprintClasses=True,bIsEditorOnly=False,Directories=((Path="/Game/System/Experiences")),SpecificAssets=("/Game/System/FrontEnd/B_LyraFrontEnd_Experience.B_LyraFrontEnd_Experience"),Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
+PrimaryAssetTypesToScan=(PrimaryAssetType="LyraUserFacingExperienceDefinition",AssetBaseClass="/Script/LyraGame.LyraUserFacingExperienceDefinition",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/UI/Temp"),(Path="/Game/System/Playlists")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
+PrimaryAssetTypesToScan=(PrimaryAssetType="LyraLobbyBackground",AssetBaseClass="/Script/LyraGame.LyraLobbyBackground",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=,SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
+PrimaryAssetTypesToScan=(PrimaryAssetType="LyraExperienceActionSet",AssetBaseClass="/Script/LyraGame.LyraExperienceActionSet",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=,SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
bOnlyCookProductionAssets=False
bShouldManagerDetermineTypeAndName=False
bShouldGuessTypeAndNameInEditor=True
bShouldAcquireMissingChunksOnLoad=False
bShouldWarnAboutInvalidAssets=True
MetaDataTagsForAssetRegistry=()
[/Script/LyraGame.LyraUIManagerSubsystem]
DefaultUIPolicyClass=/Game/UI/B_LyraUIPolicy.B_LyraUIPolicy_C
[/Script/LyraGame.LyraUIMessaging]
ConfirmationDialogClass=/Game/UI/Foundation/Dialogs/W_ConfirmationDefault.W_ConfirmationDefault_C
ErrorDialogClass=/Game/UI/Foundation/Dialogs/W_ConfirmationError.W_ConfirmationError_C
[/Script/CommonLoadingScreen.CommonLoadingScreenSettings]
LoadingScreenWidget=/Game/UI/Foundation/LoadingScreen/W_LoadingScreen_Host.W_LoadingScreen_Host_C
[/Script/CommonInput.CommonInputSettings]
InputData=/Game/UI/B_CommonInputData.B_CommonInputData_C
bEnableInputMethodThrashingProtection=True
InputMethodThrashingLimit=30
InputMethodThrashingWindowInSeconds=3.000000
InputMethodThrashingCooldownInSeconds=1.000000
bAllowOutOfFocusDeviceInput=True
[/Script/CommonUI.CommonUISettings]
DefaultThrobberMaterial=/Game/UI/Foundation/Materials/M_UI_Throbber_Base.M_UI_Throbber_Base
DefaultRichTextDataClass=/Game/UI/Foundation/RichTextData/CommonUIRichTextData.CommonUIRichTextData_C
[/Script/UnrealEd.ProjectPackagingSettings]
Build=IfProjectHasCode
BuildConfiguration=PPBC_Development
BuildTarget=LyraGame
LaunchOnTarget=
StagingDirectory=(Path="")
FullRebuild=False
ForDistribution=False
IncludeDebugFiles=False
BlueprintNativizationMethod=Disabled
bIncludeNativizedAssetsInProjectGeneration=False
bExcludeMonolithicEngineHeadersInNativizedCode=False
UsePakFile=True
bUseIoStore=True
bUseZenStore=False
bMakeBinaryConfig=False
bGenerateChunks=False
bGenerateNoChunks=False
bChunkHardReferencesOnly=False
bForceOneChunkPerFile=False
MaxChunkSize=0
bBuildHttpChunkInstallData=False
HttpChunkInstallDataDirectory=(Path="")
bCompressed=True
PackageCompressionFormat=Oodle
bForceUseProjectCompressionFormatIgnoreHardwareOverride=False
PackageAdditionalCompressionOptions=
PackageCompressionMethod=Kraken
PackageCompressionLevel_DebugDevelopment=4
PackageCompressionLevel_TestShipping=5
PackageCompressionLevel_Distribution=7
PackageCompressionMinBytesSaved=1024
PackageCompressionMinPercentSaved=5
bPackageCompressionEnableDDC=False
PackageCompressionMinSizeToConsiderDDC=0
HttpChunkInstallDataVersion=
IncludePrerequisites=True
IncludeAppLocalPrerequisites=False
bShareMaterialShaderCode=True
bDeterministicShaderCodeOrder=False
bSharedMaterialNativeLibraries=True
ApplocalPrerequisitesDirectory=(Path="")
IncludeCrashReporter=False
InternationalizationPreset=All
-CulturesToStage=en
+CulturesToStage=en
+CulturesToStage=ar
+CulturesToStage=es
+CulturesToStage=es-419
+CulturesToStage=fr
+CulturesToStage=it
+CulturesToStage=ja
+CulturesToStage=pl
+CulturesToStage=pt-BR
+CulturesToStage=ru
+CulturesToStage=tr
+CulturesToStage=zh-Hans
+CulturesToStage=ko
+CulturesToStage=de
LocalizationTargetCatchAllChunkId=0
bCookAll=False
bCookMapsOnly=False
bSkipEditorContent=False
bSkipMovies=False
-IniKeyBlacklist=KeyStorePassword
-IniKeyBlacklist=KeyPassword
-IniKeyBlacklist=rsa.privateexp
-IniKeyBlacklist=rsa.modulus
-IniKeyBlacklist=rsa.publicexp
-IniKeyBlacklist=aes.key
-IniKeyBlacklist=SigningPublicExponent
-IniKeyBlacklist=SigningModulus
-IniKeyBlacklist=SigningPrivateExponent
-IniKeyBlacklist=EncryptionKey
-IniKeyBlacklist=DevCenterUsername
-IniKeyBlacklist=DevCenterPassword
-IniKeyBlacklist=IOSTeamID
-IniKeyBlacklist=SigningCertificate
-IniKeyBlacklist=MobileProvision
-IniKeyBlacklist=IniKeyBlacklist
-IniKeyBlacklist=IniSectionBlacklist
+IniKeyBlacklist=KeyStorePassword
+IniKeyBlacklist=KeyPassword
+IniKeyBlacklist=rsa.privateexp
+IniKeyBlacklist=rsa.modulus
+IniKeyBlacklist=rsa.publicexp
+IniKeyBlacklist=aes.key
+IniKeyBlacklist=SigningPublicExponent
+IniKeyBlacklist=SigningModulus
+IniKeyBlacklist=SigningPrivateExponent
+IniKeyBlacklist=EncryptionKey
+IniKeyBlacklist=DevCenterUsername
+IniKeyBlacklist=DevCenterPassword
+IniKeyBlacklist=IOSTeamID
+IniKeyBlacklist=SigningCertificate
+IniKeyBlacklist=MobileProvision
+IniKeyBlacklist=IniKeyBlacklist
+IniKeyBlacklist=IniSectionBlacklist
-IniSectionBlacklist=HordeStorageServers
+IniSectionBlacklist=HordeStorageServers
+MapsToCook=(FilePath="/Game/System/FrontEnd/Maps/L_LyraFrontEnd")
+DirectoriesToAlwaysStageAsUFS=(Path="../Restricted/NotForLicensees/Config/Custom")
+DirectoriesToAlwaysStageAsNonUFS=(Path="Legal")
+DirectoriesToAlwaysStageAsNonUFS=(Path="UI/Foundation/Fonts/Orbitron/Raw")
PerPlatformBuildConfig=()
PerPlatformTargetFlavorName=()
PerPlatformBuildTarget=()
[Staging]
+WhitelistDirectories=Lyra/Restricted/NotForLicensees/Config/Custom
[CheatScript.DebugAsyncLoading]
+Cmd=Log LogAsyncMixin VeryVerbose
+Cmd=Log LogAssetManager VeryVerbose
+Cmd=Log LogStreaming VeryVerbose
[CheatScript.DebugUI]
+Cmd=Log LogSlate VeryVerbose
+Cmd=Log LogUMG VeryVerbose
+Cmd=Log LogCommonUI VeryVerbose
+Cmd=Log LogCommonInput VeryVerbose
+Cmd=Log LogUIActionRouter VeryVerbose
+Cmd=SlateDebugger.Start
[/Script/LyraGame.LyraContextEffectsSettings]
SurfaceTypeToContextMap=((SurfaceType3, (TagName="SurfaceType.Glass")),(SurfaceType2, (TagName="SurfaceType.Concrete")),(SurfaceType1, (TagName="SurfaceType.Character")),(SurfaceType_Default, (TagName="SurfaceType.Default")))
[/Script/ShooterCoreRuntime.ShooterCoreRuntimeSettings]
AimAssistCollisionChannel=ECC_GameTraceChannel5
[/Script/LyraGame.LyraAudioSettings]
DefaultControlBusMix=/Game/Audio/Modulation/ControlBusMixes/CBM_BaseMix.CBM_BaseMix
UserSettingsControlBusMix=/Game/Audio/Modulation/ControlBusMixes/CBM_UserMix.CBM_UserMix
OverallVolumeControlBus=/Game/Audio/Modulation/ControlBuses/CB_Main.CB_Main
MusicVolumeControlBus=/Game/Audio/Modulation/ControlBuses/CB_Music.CB_Music
SoundFXVolumeControlBus=/Game/Audio/Modulation/ControlBuses/CB_SFX.CB_SFX
DialogueVolumeControlBus=/Game/Audio/Modulation/ControlBuses/CB_Dialogue.CB_Dialogue
VoiceChatVolumeControlBus=/Game/Audio/Modulation/ControlBuses/CB_VoiceChat.CB_VoiceChat
+HDRAudioSubmixEffectChain=(Submix="/Game/Audio/Submixes/MainSubmix.MainSubmix",SubmixEffectChain=("/Game/Audio/Effects/SubmixEffects/DYN_MainDynamics.DYN_MainDynamics"))
+LDRAudioSubmixEffectChain=(Submix="/Game/Audio/Submixes/MainSubmix.MainSubmix",SubmixEffectChain=("/Game/Audio/DYN_LowMultibandDynamics.DYN_LowMultibandDynamics","/Game/Audio/Effects/SubmixEffects/DYN_LowDynamics.DYN_LowDynamics"))
LoadingScreenControlBusMix=/Game/Audio/Modulation/ControlBusMixes/CBM_LoadingScreenMix.CBM_LoadingScreenMix

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@ -0,0 +1,107 @@
[/Script/GameplayTags.GameplayTagsSettings]
ImportTagsFromConfig=True
WarnOnInvalidTags=True
ClearInvalidTags=False
FastReplication=True
InvalidTagCharacters="\"\',"
+GameplayTagTableList=/Game/ContextEffects/DT_AnimEffectTags.DT_AnimEffectTags
+GameplayTagTableList=/Game/ContextEffects/DT_SurfaceTypes.DT_SurfaceTypes
NumBitsForContainerSize=6
NetIndexFirstBitSegment=16
+GameplayTagList=(Tag="Ability.Dash.Duration.Message",DevComment="Dash Cooldown Duration")
+GameplayTagList=(Tag="Ability.Grenade.Duration.Message",DevComment="Cooldown Grenade")
+GameplayTagList=(Tag="Ability.Interaction.Activate",DevComment="")
+GameplayTagList=(Tag="Ability.Respawn.Completed.Message",DevComment="Message tag broadcast when a respawn process is completed.")
+GameplayTagList=(Tag="Ability.Respawn.Duration.Message",DevComment="")
+GameplayTagList=(Tag="Ability.Type",DevComment="Applied to Gameplay Abilities to indicate a functional category")
+GameplayTagList=(Tag="Ability.Type.Action",DevComment="Action type abilities cause the avatar to perform an action in the game world, possibly involving equipment such as a weapon")
+GameplayTagList=(Tag="Ability.Type.Action.ADS",DevComment="")
+GameplayTagList=(Tag="Ability.Type.Action.Dash",DevComment="")
+GameplayTagList=(Tag="Ability.Type.Action.Drop",DevComment="")
+GameplayTagList=(Tag="Ability.Type.Action.Emote",DevComment="")
+GameplayTagList=(Tag="Ability.Type.Action.Grenade",DevComment="")
+GameplayTagList=(Tag="Ability.Type.Action.Jump",DevComment="")
+GameplayTagList=(Tag="Ability.Type.Action.Melee",DevComment="")
+GameplayTagList=(Tag="Ability.Type.Action.Reload",DevComment="")
+GameplayTagList=(Tag="Ability.Type.Action.WeaponFire",DevComment="")
+GameplayTagList=(Tag="Ability.Type.Info",DevComment="Info abilities are used to summon information for the players, and do not directly affect gameplay")
+GameplayTagList=(Tag="Ability.Type.Info.ShowLeaderboard",DevComment="")
+GameplayTagList=(Tag="Ability.Type.Passive",DevComment="Passive abilities are always active on the owner")
+GameplayTagList=(Tag="Ability.Type.Passive.AutoReload",DevComment="Polls for active weapon to be empty, triggers reload input if enough time has elapsed")
+GameplayTagList=(Tag="Ability.Type.Passive.AutoRespawn",DevComment="Passive ability that listens for a player\'s pawn to die or otherwise be removed from play, and automatically respawns.")
+GameplayTagList=(Tag="Ability.Type.Passive.ChangeQuickbarSlot",DevComment="Handles requests for any type of slot change, whether directly indexed or cycling forward/backward")
+GameplayTagList=(Tag="Ability.Type.StatusChange",DevComment="Abilities of this type are used when a status if imposed on the avatar or owner, such as death or spawning")
+GameplayTagList=(Tag="Ability.Type.StatusChange.Death",DevComment="Covers the transition period when health goes to 0 until the avatar is removed from the world")
+GameplayTagList=(Tag="Ability.Type.StatusChange.Spawning",DevComment="Covers the time when a new hero is created, spawning into the world, and when it\'s actively controllable")
+GameplayTagList=(Tag="Cosmetic",DevComment="")
+GameplayTagList=(Tag="Cosmetic.AnimationStyle.Feminine",DevComment="")
+GameplayTagList=(Tag="Cosmetic.AnimationStyle.Masculine",DevComment="")
+GameplayTagList=(Tag="Cosmetic.BodyStyle.Medium",DevComment="")
+GameplayTagList=(Tag="Gameplay.Zone.WeakSpot",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Character.DamageTaken",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Character.Dash",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Character.Dash.Cooldown",DevComment="Cooldown for character dash")
+GameplayTagList=(Tag="GameplayCue.Character.Death",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Character.Heal",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Character.Melee.Cooldown",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Test.Burst",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Test.BurstLatent",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Test.Looping",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Weapon.Grenade.Cooldown",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Weapon.Grenade.Detonate",DevComment="Grenade Explosion")
+GameplayTagList=(Tag="GameplayCue.Weapon.Melee.Hit",DevComment="hit melee CS, placed on default as the GCN is there -needs to move to Shooter")
+GameplayTagList=(Tag="GameplayCue.Weapon.Pistol.Fire",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Weapon.Rifle.Fire",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Weapon.Rifle.Impact",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Weapon.Shotgun.Fire",DevComment="")
+GameplayTagList=(Tag="GameplayCue.World.Launcher.Activate",DevComment="Fires when Launcher (Up or Forward) activates")
+GameplayTagList=(Tag="GameplayCue.World.Teleporter.Activate",DevComment="Triggered when teleporter is activated")
+GameplayTagList=(Tag="GameplayEffect.DamageTrait.Instant",DevComment="")
+GameplayTagList=(Tag="GameplayEffect.DamageTrait.Periodic",DevComment="")
+GameplayTagList=(Tag="GameplayEffect.DamageType.Basic",DevComment="")
+GameplayTagList=(Tag="GameplayEffect.DamageType.Grenade",DevComment="Damage effect coming from a grenade explosion")
+GameplayTagList=(Tag="GameplayEffect.DamageType.Melee",DevComment="Damage effect coming from a melee strike")
+GameplayTagList=(Tag="GameplayEffect.DamageType.Pistol",DevComment="Damage effect coming from a pistol bullet")
+GameplayTagList=(Tag="GameplayEffect.DamageType.Rifle",DevComment="Damage effect coming from a rifle bullet")
+GameplayTagList=(Tag="GameplayEffect.DamageType.Shotgun",DevComment="Damage effect coming from shotgun pellets")
+GameplayTagList=(Tag="GameplayEffect.Heal.Instant",DevComment="")
+GameplayTagList=(Tag="GameplayEffect.Heal.Periodic",DevComment="")
+GameplayTagList=(Tag="GameplayEvent.MeleeHit",DevComment="")
+GameplayTagList=(Tag="GameSettings.Action.EditSafeZone",DevComment="")
+GameplayTagList=(Tag="HUD.Slot.ExtraEquipment",DevComment="")
+GameplayTagList=(Tag="HUD.Slot.InfrequentAbilities",DevComment="")
+GameplayTagList=(Tag="HUD.Slot.LeftSideTouchInputs",DevComment="")
+GameplayTagList=(Tag="HUD.Slot.LeftSideTouchRegion",DevComment="")
+GameplayTagList=(Tag="HUD.Slot.RightSideTouchInputs",DevComment="")
+GameplayTagList=(Tag="HUD.Slot.RightSideTouchRegion",DevComment="")
+GameplayTagList=(Tag="InputTag.Ability.Dash",DevComment="")
+GameplayTagList=(Tag="InputTag.Ability.Heal",DevComment="")
+GameplayTagList=(Tag="InputTag.Ability.Melee",DevComment="Melee Input")
+GameplayTagList=(Tag="InputTag.Ability.Quickslot.Drop",DevComment="")
+GameplayTagList=(Tag="InputTag.Jump",DevComment="")
+GameplayTagList=(Tag="InputTag.Weapon.ADS",DevComment="")
+GameplayTagList=(Tag="InputTag.Weapon.Fire",DevComment="")
+GameplayTagList=(Tag="InputTag.Weapon.FireAuto",DevComment="")
+GameplayTagList=(Tag="InputTag.Weapon.Grenade",DevComment="")
+GameplayTagList=(Tag="InputTag.Weapon.Reload",DevComment="")
+GameplayTagList=(Tag="Lyra.Damage.Taken.Message",DevComment="")
+GameplayTagList=(Tag="Lyra.HUD.PlayerHUD",DevComment="")
+GameplayTagList=(Tag="Lyra.HUD.TempTopWidgets",DevComment="")
+GameplayTagList=(Tag="Lyra.Player",DevComment="")
+GameplayTagList=(Tag="Platform.Trait.BinauralSettingControlledByOS",DevComment="")
+GameplayTagList=(Tag="Platform.Trait.CanExitApplication",DevComment="Can we show a quit option to exit the application?")
+GameplayTagList=(Tag="Platform.Trait.Input.PrimarlyController",DevComment="")
+GameplayTagList=(Tag="Platform.Trait.Input.PrimarlyTouchScreen",DevComment="")
+GameplayTagList=(Tag="Platform.Trait.Input.SupportsMouseAndKeyboard",DevComment="")
+GameplayTagList=(Tag="Platform.Trait.Input.HardwareCursor",DevComment="Does this platform use a hardware mouse cursor?")
+GameplayTagList=(Tag="Platform.Trait.SupportsBackgroundAudio",DevComment="")
+GameplayTagList=(Tag="Platform.Trait.SupportsChangingAudioOutputDevice",DevComment="")
+GameplayTagList=(Tag="Platform.Trait.SupportsWindowedMode",DevComment="Can we switch between fullscreen and windowed modes?")
+GameplayTagList=(Tag="ShooterGame.GamePhase.MatchBeginCountdown",DevComment="When this tag is used in a gameplay message, an expected duration is included in the payload.")
+GameplayTagList=(Tag="Status.SpawningIn",DevComment="Covers the time when the pawn is created until it is controlled and unlocked for play")
+GameplayTagList=(Tag="UI.Action.Back",DevComment="")
+GameplayTagList=(Tag="UI.Layer.Game",DevComment="")
+GameplayTagList=(Tag="UI.Layer.GameMenu",DevComment="")
+GameplayTagList=(Tag="UI.Layer.Menu",DevComment="")
+GameplayTagList=(Tag="UI.Layer.Modal",DevComment="")

41
Config/DefaultInput.ini Normal file
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@ -0,0 +1,41 @@
[/Script/Engine.PlayerInput]
+DebugExecBindings=(Key=Insert,Command="Cheat Teleport")
+DebugExecBindings=(Key=Delete,Command="CycleDebugCameras")
+DebugExecBindings=(Key=Gamepad_Special_Left,Command="CycleDebugCameras")
+DebugExecBindings=(Key=Home,Command="ShowDebug")
+DebugExecBindings=(Key=End,Command="CycleAbilitySystemDebug")
+DebugExecBindings=(Key=PageDown,Command="PreviousDebugTarget")
+DebugExecBindings=(Key=PageUp,Command="NextDebugTarget")
+DebugExecBindings=(Key=K,Command="DamageSelfDestruct")
+DebugExecBindings=(Key=NumPadFour,Command="CancelActivatedAbilities")
[/Script/Engine.InputSettings]
+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
bUseMouseForTouch=False
bCaptureMouseOnLaunch=True
bUseAutocorrect=False
DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
DefaultViewportMouseLockMode=LockOnCapture
FOVScale=0.011110
DoubleClickTime=0.200000
DefaultTouchInterface=None
DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
DefaultInputComponentClass=/Script/LyraGame.LyraInputComponent
[/Script/CommonUI.CommonUIInputSettings]
bLinkCursorToGamepadFocus=True
UIActionProcessingPriority=10000
+InputActions=(ActionTag=UI.Action.Escape,DefaultDisplayName=NSLOCTEXT("[/Script/CommonUI]", "DDDC55F044A6D009AE3FC89634A4FBE3", "Back"),KeyMappings=((Key=Escape),(Key=Gamepad_Special_Right)))
;+InputActions=(ActionTag=UI.Action.Cancel,DefaultDisplayName=NSLOCTEXT("[/Script/CommonUI]", "F1AC4A364A0F262F8DBFFF924078BCD1", "Cancel"),KeyMappings=((Key=ThumbMouseButton2)))
AnalogCursorSettings=(PreprocessorPriority=2,bEnableCursorAcceleration=True,CursorAcceleration=1500.000000,CursorMaxSpeed=2200.000000,CursorDeadZone=0.250000,HoverSlowdownFactor=0.400000,ScrollDeadZone=0.200000,ScrollUpdatePeriod=0.100000,ScrollMultiplier=2.500000)

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@ -0,0 +1,2 @@
[/Script/LyraGame.LyraRuntimeOptons]
;bDisableSomething=true

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@ -0,0 +1,109 @@
[ScalabilitySettings]
; Change engine defaults so a high end 2018 GPU will end up at a mix of Epic and High settings
; The resolution quality will need to be modified by users with 4k displays with the current autodetection system
PerfIndexThresholds_ResolutionQuality="GPU 18 115 350"
PerfIndexThresholds_ViewDistanceQuality="GPU 18 115 250"
PerfIndexThresholds_AntiAliasingQuality="GPU 18 115 500"
PerfIndexThresholds_ShadowQuality="GPU 18 115 500"
PerfIndexThresholds_GlobalIlluminationQuality="GPU 18 115 500"
PerfIndexThresholds_ReflectionQuality="GPU 18 115 350"
PerfIndexThresholds_PostProcessQuality="GPU 18 115 350"
PerfIndexThresholds_TextureQuality="GPU 18 115 250"
PerfIndexThresholds_EffectsQuality="GPU 18 115 350"
PerfIndexThresholds_FoliageQuality="GPU 18 115 250"
PerfIndexThresholds_ShadingQuality="GPU 18 115 250"
; Change some shadow and reflection settings to match the map content
[ShadowQuality@0]
r.DistanceFieldAO=0
r.Shadow.Virtual.ResolutionLodBiasDirectional=0
Slate.ForceBackgroundBlurLowQualityOverride=0
[ShadowQuality@1]
; Enable DFAO when Lumen is off
r.DistanceFieldAO=1
r.Shadow.Virtual.ResolutionLodBiasDirectional=0
Slate.ForceBackgroundBlurLowQualityOverride=0
[ShadowQuality@2]
r.DistanceFieldAO=0
r.Shadow.Virtual.ResolutionLodBiasDirectional=0
Slate.ForceBackgroundBlurLowQualityOverride=0
[ShadowQuality@3]
r.DistanceFieldAO=0
r.Shadow.Virtual.ResolutionLodBiasDirectional=-1.5
Slate.ForceBackgroundBlurLowQualityOverride=0
[ShadowQuality@Cine]
r.DistanceFieldAO=0
Slate.ForceBackgroundBlurLowQualityOverride=0
[ReflectionQuality@0]
r.Lumen.Reflections.Allow=0
[ReflectionQuality@1]
r.Lumen.Reflections.Allow=0
[ReflectionQuality@2]
r.Lumen.Reflections.Allow=1
r.Lumen.Reflections.DownsampleFactor=2
r.Lumen.Reflections.RadianceCache=1
[ReflectionQuality@3]
r.Lumen.Reflections.Allow=1
r.Lumen.Reflections.DownsampleFactor=2
r.Lumen.Reflections.RadianceCache=1
[ReflectionQuality@Cine]
r.Lumen.Reflections.Allow=1
r.Lumen.Reflections.DownsampleFactor=1
r.Lumen.Reflections.RadianceCache=0
; Engine scalability groups can be reorganized by using game-specific ini override syntax
; These changes disable the FoliageQuality group entirely and moves those settings over to ViewDistanceQuality
[FoliageQuality@0]
-foliage.DensityScale=0
-grass.DensityScale=0
[FoliageQuality@1]
-foliage.DensityScale=0.4
-grass.DensityScale=0.4
[FoliageQuality@2]
-foliage.DensityScale=0.8
-grass.DensityScale=0.8
[FoliageQuality@3]
-foliage.DensityScale=1.0
-grass.DensityScale=1.0
[FoliageQuality@Cine]
-foliage.DensityScale=1.0
-grass.DensityScale=1.0
[ViewDistanceQuality@0]
foliage.DensityScale=0
grass.DensityScale=0
[ViewDistanceQuality@1]
foliage.DensityScale=0.4
grass.DensityScale=0.4
[ViewDistanceQuality@2]
foliage.DensityScale=1.0
grass.DensityScale=1.0
[ViewDistanceQuality@3]
foliage.DensityScale=1.0
grass.DensityScale=1.0
[ViewDistanceQuality@Cine]
foliage.DensityScale=1.0
grass.DensityScale=1.0

17
Config/IOS/IOSEngine.ini Normal file
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@ -0,0 +1,17 @@
[ConsoleVariables]
dp.AllowScalabilityGroupsToChangeAtRuntime=1
; Audio Mixer Settings for IOS:
au.DisableFiltering=0
au.DisableEnvelopeFollowing=1
au.DisableSourceEffects=0
au.BypassAudioPlugins=1
au.DisableReverbSubmix=1
au.DisableSubmixEffectEQ=1
au.DisableStoppingVoices=1
au.DecompressionThreshold=0.05
au.RealtimeDecompressZeroDurationSounds=1
au.DisableAudioSuspendOnAudioInterrupt=0
au.ForceSyncAudioDecodes=1
au.streamcache.DisableRetaining=1

22
Config/IOS/IOSGame.ini Normal file
View File

@ -0,0 +1,22 @@
[CommonInputPlatformSettings_IOS CommonInputPlatformSettings]
DefaultInputType=Touch
bSupportsMouseAndKeyboard=False
bSupportsTouch=True
bSupportsGamepad=True
;@TODO: iOS should default to Generic probably: DefaultGamepadName=Generic
DefaultGamepadName=XboxOne
bCanChangeGamepadType=True
;@TODO: iOS+CommonUI:
;+ControllerData=/Game/UI/Foundation/Input/CommonUI_TouchBrushData.CommonUI_TouchBrushData_C
;+ControllerData=/Game/UI/Foundation/Input/CommonUI_GenericBrushData.CommonUI_GenericBrushData_C
+ControllerData=/Game/UI/Foundation/Platform/Input/GamepadXboxOne/CommonInput_Gamepad_XboxOne.CommonInput_Gamepad_XboxOne_C
+ControllerData=/Game/UI/Foundation/Platform/Input/GamepadPS4/CommonInput_Gamepad_PS4.CommonInput_Gamepad_PS4_C
[/Script/CommonUI.CommonUISettings]
+PlatformTraits=(TagName="Platform.Trait.Input.PrimarlyTouchScreen")
+PlatformTraits=(TagName="Platform.Trait.SingleOnlineUser")
[LyraPlatformSpecificRenderingSettings_IOS LyraPlatformSpecificRenderingSettings]
FramePacingMode=MobileStyle
bSupportsGranularVideoQualitySettings=false
bSupportsAutomaticVideoQualityBenchmark=false

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View File

@ -0,0 +1,5 @@
[ConsoleVariables]
dp.AllowScalabilityGroupsToChangeAtRuntime=1
[/Script/LinuxPlatform.LinuxTargetSettings]
AudioMaxChannels=32

View File

@ -0,0 +1,20 @@
[CommonInputPlatformSettings_Linux CommonInputPlatformSettings]
DefaultInputType=MouseAndKeyboard
bSupportsMouseAndKeyboard=True
bSupportsTouch=False
bSupportsGamepad=True
DefaultGamepadName=XSX
bCanChangeGamepadType=True
+ControllerData=/Game/UI/Foundation/Platform/Input/KeyboardMouse/CommonInput_KeyboardMouse.CommonInput_KeyboardMouse_C
+ControllerData=/Game/UI/Foundation/Platform/Input/GamepadXboxSeriesX/CommonInput_Gamepad_XSX.CommonInput_Gamepad_XSX_C
+ControllerData=/Game/UI/Foundation/Platform/Input/GamepadPS5/CommonInput_Gamepad_PS5.CommonInput_Gamepad_PS5_C
[/Script/CommonUI.CommonUISettings]
+PlatformTraits=(TagName="Platform.Trait.SupportsWindowedMode")
+PlatformTraits=(TagName="Platform.Trait.CanExitApplication")
+PlatformTraits=(TagName="Platform.Trait.SupportsChangingAudioOutputDevice")
+PlatformTraits=(TagName="Platform.Trait.SupportsBackgroundAudio")
+PlatformTraits=(TagName="Platform.Trait.Input.SupportsMouseAndKeyboard")
+PlatformTraits=(TagName="Platform.Trait.Input.HardwareCursor")
+PlatformTraits=(TagName="Platform.Trait.SingleOnlineUser")
+PlatformTraits=(TagName="Platform.Trait.NeedsBrightnessAdjustment")

View File

@ -0,0 +1,30 @@
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
[CommonSettings]
SourcePath=Content/Localization/EngineOverrides
DestinationPath=Content/Localization/EngineOverrides
ManifestName=EngineOverrides.manifest
ArchiveName=EngineOverrides.archive
ResourceName=EngineOverrides.locres
bSkipSourceCheck=false
bValidateFormatPatterns=true
bValidateSafeWhitespace=false
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=ar
CulturesToGenerate=zh-Hans
CulturesToGenerate=fr
CulturesToGenerate=de
CulturesToGenerate=it
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pl
CulturesToGenerate=tr
CulturesToGenerate=ru
CulturesToGenerate=es
CulturesToGenerate=es-419
CulturesToGenerate=pt-BR
[GatherTextStep0]
CommandletClass=GenerateTextLocalizationResource

View File

@ -0,0 +1,32 @@
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
[CommonSettings]
SourcePath=Content/Localization/EngineOverrides
DestinationPath=Content/Localization/EngineOverrides
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=ar
CulturesToGenerate=zh-Hans
CulturesToGenerate=fr
CulturesToGenerate=de
CulturesToGenerate=it
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pl
CulturesToGenerate=tr
CulturesToGenerate=ru
CulturesToGenerate=es
CulturesToGenerate=es-419
CulturesToGenerate=pt-BR
ManifestName=EngineOverrides.manifest
ArchiveName=EngineOverrides.archive
PortableObjectName=EngineOverrides.po
[GatherTextStep0]
CommandletClass=InternationalizationExport
bExportLoc=true
LocalizedTextCollapseMode=ELocalizedTextCollapseMode::IdenticalTextIdAndSource
POFormat=EPortableObjectFormat::Unreal
ShouldPersistCommentsOnExport=false
ShouldAddSourceLocationsAsComments=true

View File

@ -0,0 +1,27 @@
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
[CommonSettings]
SourcePath=Content/Localization/EngineOverrides
DestinationPath=Content/Localization/EngineOverrides
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=ar
CulturesToGenerate=zh-Hans
CulturesToGenerate=fr
CulturesToGenerate=de
CulturesToGenerate=it
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pl
CulturesToGenerate=tr
CulturesToGenerate=ru
CulturesToGenerate=es
CulturesToGenerate=es-419
CulturesToGenerate=pt-BR
ManifestName=EngineOverrides.manifest
ArchiveName=EngineOverrides.archive
DialogueScriptName=EngineOverridesDialogue.csv
[GatherTextStep0]
CommandletClass=ExportDialogueScript

View File

@ -0,0 +1,48 @@
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
[CommonSettings]
SourcePath=Content/Localization/EngineOverrides
DestinationPath=Content/Localization/EngineOverrides
ManifestName=EngineOverrides.manifest
ArchiveName=EngineOverrides.archive
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=ar
CulturesToGenerate=zh-Hans
CulturesToGenerate=fr
CulturesToGenerate=de
CulturesToGenerate=it
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pl
CulturesToGenerate=tr
CulturesToGenerate=ru
CulturesToGenerate=es
CulturesToGenerate=es-419
CulturesToGenerate=pt-BR
[GatherTextStep0]
CommandletClass=GatherTextFromSource
SearchDirectoryPaths=%LOCENGINEROOT%Source/Runtime/RHI
SearchDirectoryPaths=%LOCENGINEROOT%Source/Runtime/InputCore
SearchDirectoryPaths=%LOCENGINEROOT%Source/Runtime/Online/BuildPatchServices/Private
SearchDirectoryPaths=%LOCENGINEROOT%Source/Runtime/Core/Private/GenericPlatform
ExcludePathFilters=Config/Localization/*
FileNameFilters=*.h
FileNameFilters=*.cpp
FileNameFilters=*.ini
ShouldGatherFromEditorOnlyData=false
[GatherTextStep1]
CommandletClass=GenerateGatherManifest
[GatherTextStep2]
CommandletClass=GenerateGatherArchive
[GatherTextStep3]
CommandletClass=GenerateTextLocalizationReport
bWordCountReport=true
WordCountReportName=EngineOverrides.csv
bConflictReport=true
ConflictReportName=EngineOverrides_Conflicts.txt

View File

@ -0,0 +1,27 @@
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
[CommonSettings]
SourcePath=Content/Localization/EngineOverrides
DestinationPath=Content/Localization/EngineOverrides
ManifestName=EngineOverrides.manifest
ArchiveName=EngineOverrides.archive
CulturesToGenerate=en
CulturesToGenerate=ar
CulturesToGenerate=zh-Hans
CulturesToGenerate=fr
CulturesToGenerate=de
CulturesToGenerate=it
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pl
CulturesToGenerate=tr
CulturesToGenerate=ru
CulturesToGenerate=es
CulturesToGenerate=es-419
CulturesToGenerate=pt-BR
[GatherTextStep0]
CommandletClass=GenerateTextLocalizationReport
bWordCountReport=true
WordCountReportName=EngineOverrides.csv

View File

@ -0,0 +1,30 @@
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
[CommonSettings]
SourcePath=Content/Localization/EngineOverrides
DestinationPath=Content/Localization/EngineOverrides
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=ar
CulturesToGenerate=zh-Hans
CulturesToGenerate=fr
CulturesToGenerate=de
CulturesToGenerate=it
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pl
CulturesToGenerate=tr
CulturesToGenerate=ru
CulturesToGenerate=es
CulturesToGenerate=es-419
CulturesToGenerate=pt-BR
ManifestName=EngineOverrides.manifest
ArchiveName=EngineOverrides.archive
PortableObjectName=EngineOverrides.po
[GatherTextStep0]
CommandletClass=InternationalizationExport
bImportLoc=true
LocalizedTextCollapseMode=ELocalizedTextCollapseMode::IdenticalTextIdAndSource
POFormat=EPortableObjectFormat::Unreal

View File

@ -0,0 +1,28 @@
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
[CommonSettings]
SourcePath=Content/Localization/EngineOverrides
ManifestName=EngineOverrides.manifest
ArchiveName=EngineOverrides.archive
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=ar
CulturesToGenerate=zh-Hans
CulturesToGenerate=fr
CulturesToGenerate=de
CulturesToGenerate=it
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pl
CulturesToGenerate=tr
CulturesToGenerate=ru
CulturesToGenerate=es
CulturesToGenerate=es-419
CulturesToGenerate=pt-BR
[GatherTextStep0]
CommandletClass=ImportLocalizedDialogue
RawAudioPath=
ImportedDialogueFolder=ImportedDialogue
bImportNativeAsSource=false

View File

@ -0,0 +1,27 @@
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
[CommonSettings]
SourcePath=Content/Localization/EngineOverrides
DestinationPath=Content/Localization/EngineOverrides
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=ar
CulturesToGenerate=zh-Hans
CulturesToGenerate=fr
CulturesToGenerate=de
CulturesToGenerate=it
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pl
CulturesToGenerate=tr
CulturesToGenerate=ru
CulturesToGenerate=es
CulturesToGenerate=es-419
CulturesToGenerate=pt-BR
ManifestName=EngineOverrides.manifest
ArchiveName=EngineOverrides.archive
DialogueScriptName=EngineOverridesDialogue.csv
[GatherTextStep0]
CommandletClass=ImportDialogueScript

View File

@ -0,0 +1,30 @@
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
[CommonSettings]
SourcePath=Content/Localization/Game
DestinationPath=Content/Localization/Game
ManifestName=Game.manifest
ArchiveName=Game.archive
ResourceName=Game.locres
bSkipSourceCheck=false
bValidateFormatPatterns=true
bValidateSafeWhitespace=false
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=ar
CulturesToGenerate=fr
CulturesToGenerate=zh-Hans
CulturesToGenerate=de
CulturesToGenerate=it
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=pl
CulturesToGenerate=ru
CulturesToGenerate=es-419
CulturesToGenerate=es
CulturesToGenerate=tr
[GatherTextStep0]
CommandletClass=GenerateTextLocalizationResource

View File

@ -0,0 +1,32 @@
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
[CommonSettings]
SourcePath=Content/Localization/Game
DestinationPath=Content/Localization/Game
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=ar
CulturesToGenerate=fr
CulturesToGenerate=zh-Hans
CulturesToGenerate=de
CulturesToGenerate=it
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=pl
CulturesToGenerate=ru
CulturesToGenerate=es-419
CulturesToGenerate=es
CulturesToGenerate=tr
ManifestName=Game.manifest
ArchiveName=Game.archive
PortableObjectName=Game.po
[GatherTextStep0]
CommandletClass=InternationalizationExport
bExportLoc=true
LocalizedTextCollapseMode=ELocalizedTextCollapseMode::IdenticalTextIdAndSource
POFormat=EPortableObjectFormat::Unreal
ShouldPersistCommentsOnExport=true
ShouldAddSourceLocationsAsComments=true

View File

@ -0,0 +1,27 @@
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
[CommonSettings]
SourcePath=Content/Localization/Game
DestinationPath=Content/Localization/Game
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=ar
CulturesToGenerate=fr
CulturesToGenerate=zh-Hans
CulturesToGenerate=de
CulturesToGenerate=it
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=pl
CulturesToGenerate=ru
CulturesToGenerate=es-419
CulturesToGenerate=es
CulturesToGenerate=tr
ManifestName=Game.manifest
ArchiveName=Game.archive
DialogueScriptName=GameDialogue.csv
[GatherTextStep0]
CommandletClass=ExportDialogueScript

View File

@ -0,0 +1,70 @@
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
[CommonSettings]
ManifestDependencies=../../../Engine/Content/Localization/Engine/Engine.manifest
ManifestDependencies=../../../Engine/Content/Localization/Editor/Editor.manifest
SourcePath=Content/Localization/Game
DestinationPath=Content/Localization/Game
ManifestName=Game.manifest
ArchiveName=Game.archive
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=ar
CulturesToGenerate=fr
CulturesToGenerate=zh-Hans
CulturesToGenerate=de
CulturesToGenerate=it
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=pl
CulturesToGenerate=ru
CulturesToGenerate=es-419
CulturesToGenerate=es
CulturesToGenerate=tr
[GatherTextStep0]
CommandletClass=GatherTextFromSource
SearchDirectoryPaths=Source
SearchDirectoryPaths=Config
SearchDirectoryPaths=Plugins
SearchDirectoryPaths=%LOCENGINEROOT%Source/Runtime/InputCore
ExcludePathFilters=Config/Localization/*
ExcludePathFilters=Config/NoRedist/*
ExcludePathFilters=Source/LyraEditor/*
ExcludePathFilters=Plugins/PlayInEditorWizard/*
ExcludePathFilters=Plugins/LyraExtTool/*
FileNameFilters=*.h
FileNameFilters=*.cpp
FileNameFilters=*.ini
ShouldGatherFromEditorOnlyData=false
[GatherTextStep1]
CommandletClass=GatherTextFromAssets
IncludePathFilters=Content/*
IncludePathFilters=%LOCPROJECTROOT%Plugins/GameFeatures/*
ExcludePathFilters=Content/Localization/*
ExcludePathFilters=Content/Developers/*
ExcludePathFilters=Content/*Test*
ExcludePathFilters=Content/L10N/*
ExcludePathFilters=Content/Tools/*
PackageFileNameFilters=*.umap
PackageFileNameFilters=*.uasset
CollectionFilters=Audit_InCook
ShouldExcludeDerivedClasses=false
ShouldGatherFromEditorOnlyData=false
SkipGatherCache=false
[GatherTextStep2]
CommandletClass=GenerateGatherManifest
[GatherTextStep3]
CommandletClass=GenerateGatherArchive
[GatherTextStep4]
CommandletClass=GenerateTextLocalizationReport
bWordCountReport=true
WordCountReportName=Game.csv
bConflictReport=true
ConflictReportName=Game_Conflicts.txt

View File

@ -0,0 +1,27 @@
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
[CommonSettings]
SourcePath=Content/Localization/Game
DestinationPath=Content/Localization/Game
ManifestName=Game.manifest
ArchiveName=Game.archive
CulturesToGenerate=en
CulturesToGenerate=ar
CulturesToGenerate=fr
CulturesToGenerate=zh-Hans
CulturesToGenerate=de
CulturesToGenerate=it
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=pl
CulturesToGenerate=ru
CulturesToGenerate=es-419
CulturesToGenerate=es
CulturesToGenerate=tr
[GatherTextStep0]
CommandletClass=GenerateTextLocalizationReport
bWordCountReport=true
WordCountReportName=Game.csv

View File

@ -0,0 +1,30 @@
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
[CommonSettings]
SourcePath=Content/Localization/Game
DestinationPath=Content/Localization/Game
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=ar
CulturesToGenerate=fr
CulturesToGenerate=zh-Hans
CulturesToGenerate=de
CulturesToGenerate=it
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=pl
CulturesToGenerate=ru
CulturesToGenerate=es-419
CulturesToGenerate=es
CulturesToGenerate=tr
ManifestName=Game.manifest
ArchiveName=Game.archive
PortableObjectName=Game.po
[GatherTextStep0]
CommandletClass=InternationalizationExport
bImportLoc=true
LocalizedTextCollapseMode=ELocalizedTextCollapseMode::IdenticalTextIdAndSource
POFormat=EPortableObjectFormat::Unreal

View File

@ -0,0 +1,28 @@
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
[CommonSettings]
SourcePath=Content/Localization/Game
ManifestName=Game.manifest
ArchiveName=Game.archive
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=ar
CulturesToGenerate=fr
CulturesToGenerate=zh-Hans
CulturesToGenerate=de
CulturesToGenerate=it
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=pl
CulturesToGenerate=ru
CulturesToGenerate=es-419
CulturesToGenerate=es
CulturesToGenerate=tr
[GatherTextStep0]
CommandletClass=ImportLocalizedDialogue
RawAudioPath=
ImportedDialogueFolder=ImportedDialogue
bImportNativeAsSource=false

View File

@ -0,0 +1,27 @@
; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY!
; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION
[CommonSettings]
SourcePath=Content/Localization/Game
DestinationPath=Content/Localization/Game
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=ar
CulturesToGenerate=fr
CulturesToGenerate=zh-Hans
CulturesToGenerate=de
CulturesToGenerate=it
CulturesToGenerate=ja
CulturesToGenerate=ko
CulturesToGenerate=pt-BR
CulturesToGenerate=pl
CulturesToGenerate=ru
CulturesToGenerate=es-419
CulturesToGenerate=es
CulturesToGenerate=tr
ManifestName=Game.manifest
ArchiveName=Game.archive
DialogueScriptName=GameDialogue.csv
[GatherTextStep0]
CommandletClass=ImportDialogueScript

2
Config/Mac/MacEngine.ini Normal file
View File

@ -0,0 +1,2 @@
[ConsoleVariables]
dp.AllowScalabilityGroupsToChangeAtRuntime=1

19
Config/Mac/MacGame.ini Normal file
View File

@ -0,0 +1,19 @@
[CommonInputPlatformSettings_Mac CommonInputPlatformSettings]
DefaultInputType=MouseAndKeyboard
bSupportsMouseAndKeyboard=True
bSupportsTouch=False
bSupportsGamepad=True
DefaultGamepadName=XSX
bCanChangeGamepadType=True
+ControllerData=/Game/UI/Foundation/Platform/Input/KeyboardMouse/CommonInput_KeyboardMouse.CommonInput_KeyboardMouse_C
+ControllerData=/Game/UI/Foundation/Platform/Input/GamepadXboxSeriesX/CommonInput_Gamepad_XSX.CommonInput_Gamepad_XSX_C
+ControllerData=/Game/UI/Foundation/Platform/Input/GamepadPS5/CommonInput_Gamepad_PS5.CommonInput_Gamepad_PS5_C
[/Script/CommonUI.CommonUISettings]
+PlatformTraits=(TagName="Platform.Trait.SupportsWindowedMode")
+PlatformTraits=(TagName="Platform.Trait.CanExitApplication")
+PlatformTraits=(TagName="Platform.Trait.SupportsBackgroundAudio")
+PlatformTraits=(TagName="Platform.Trait.Input.SupportsMouseAndKeyboard")
+PlatformTraits=(TagName="Platform.Trait.Input.HardwareCursor")
+PlatformTraits=(TagName="Platform.Trait.SingleOnlineUser")
+PlatformTraits=(TagName="Platform.Trait.NeedsBrightnessAdjustment")

View File

@ -0,0 +1,13 @@
[OnlineSubsystem]
DefaultPlatformService=EOS
;NativePlatformService=Steam
[OnlineSubsystemEOSPlus]
bEnabled=false
[/Script/OnlineSubsystemEOS.EOSSettings]
bUseEAS=true
[OnlineServices.EOS]
; Use EAS on Windows - this is required for logging in with EGS credentials or Dev Auth Tool credentials
bUseEAS=true

View File

@ -0,0 +1,2 @@
[ConsoleVariables]
dp.AllowScalabilityGroupsToChangeAtRuntime=1

View File

@ -0,0 +1,20 @@
[CommonInputPlatformSettings_Windows CommonInputPlatformSettings]
DefaultInputType=MouseAndKeyboard
bSupportsMouseAndKeyboard=True
bSupportsTouch=False
bSupportsGamepad=True
DefaultGamepadName=XSX
bCanChangeGamepadType=True
+ControllerData=/Game/UI/Foundation/Platform/Input/KeyboardMouse/CommonInput_KeyboardMouse.CommonInput_KeyboardMouse_C
+ControllerData=/Game/UI/Foundation/Platform/Input/GamepadXboxSeriesX/CommonInput_Gamepad_XSX.CommonInput_Gamepad_XSX_C
+ControllerData=/Game/UI/Foundation/Platform/Input/GamepadPS5/CommonInput_Gamepad_PS5.CommonInput_Gamepad_PS5_C
[/Script/CommonUI.CommonUISettings]
+PlatformTraits=(TagName="Platform.Trait.SupportsWindowedMode")
+PlatformTraits=(TagName="Platform.Trait.CanExitApplication")
+PlatformTraits=(TagName="Platform.Trait.SupportsChangingAudioOutputDevice")
+PlatformTraits=(TagName="Platform.Trait.SupportsBackgroundAudio")
+PlatformTraits=(TagName="Platform.Trait.Input.SupportsMouseAndKeyboard")
+PlatformTraits=(TagName="Platform.Trait.Input.HardwareCursor")
+PlatformTraits=(TagName="Platform.Trait.SingleOnlineUser")
+PlatformTraits=(TagName="Platform.Trait.NeedsBrightnessAdjustment")

BIN
Content/Audio/AttenuationPresets/ATT_Amb_Pad.uasset (Stored with Git LFS) Normal file

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Content/Audio/AttenuationPresets/ATT_Default.uasset (Stored with Git LFS) Normal file

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Content/Audio/AttenuationPresets/ATT_FX_BulletImpact.uasset (Stored with Git LFS) Normal file

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Content/Audio/AttenuationPresets/ATT_FX_Dash.uasset (Stored with Git LFS) Normal file

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Content/Audio/AttenuationPresets/ATT_FX_GrenadeBounce.uasset (Stored with Git LFS) Normal file

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