[Configuration] BasedOn=..\Engine\Config\BaseEditor.ini [ModPackages] ModPackagesInPath=..\..\%GAME%Game\Src ModOutputDir=..\..\%GAME%Game\Unpublished\CookedPC\Script [ASEImporter] -ImportVertexCountWarningPercentage=25.0 +ImportVertexCountWarningPercentage=300.0 [Morpheme] RootDir=..\..\%GAME%Game\Content\morphemeData ; DNE BEGIN - it seems to be safe to cook on import and it saves cooking time afterwards CookOnImport=True CookScale=1 ;DNE BEGIN - QSA is the preferred format. QSA is slow to decompress and have good compression (the slow decompression is not a problem as it is perform on SPU). DefaultAnimFormat=qsa FailsafeLoad=True [Wwise.Options] LinkedProjectOriginalPath=..\..\WwiseProjectDemo\Originals\ LinkedProject=..\..\WwiseProjectDemo\AkLevelDemo.wproj WwiseCommandLinePath=C:\Program Files (x86)\Audiokinetic\Wwise v2011.1.2 build 3891\Authoring\Win32\Release\bin\ [UnrealEd.ThumbnailManager] -ArchetypeRenderableThumbnailTypes=(ClassNeedingThumbnailName="Core.Object",RendererClassName="UnrealEd.ArchetypeThumbnailRenderer",LabelRendererClassName="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,G=192,B=128,A=255),IconName="EditorResources.UnrealEdIcon_Archetype") +ArchetypeRenderableThumbnailTypes=(ClassNeedingThumbnailName="ExampleGame.DNEPawn",RendererClassName="ExampleEditor.PawnThumbnailRenderer",LabelRendererClassName="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,G=192,B=128,A=255)) +ArchetypeRenderableThumbnailTypes=(ClassNeedingThumbnailName="Engine.SkeletalMeshActor",RendererClassName="ExampleEditor.SkeletalMeshActorThumbnailRenderer",LabelRendererClassName="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,G=192,B=128,A=255)) +ArchetypeRenderableThumbnailTypes=(ClassNeedingThumbnailName="Core.Object",RendererClassName="UnrealEd.ArchetypeThumbnailRenderer",LabelRendererClassName="UnrealEd.GenericThumbnailLabelRenderer",BorderColor=(R=255,G=192,B=128,A=255),IconName="EditorResources.UnrealEdIcon_Archetype") [GameAssetDatabase] BranchName=ADRiftMain JournalServer=serveur\SQLEXPRESS JournalDatabase=ContentJournal UseJournalUpdateAlarm=TRUE [ExampleGame.IA_Manager] ColorBrightness=40 [LevelBrowser.Keywords] +Keywords=GR (Environments) +Keywords=LD (Gameplay) +Keywords=SC (Scripted Sequences) +Keywords=FX (Visual Effects) +Keywords=SD (Music and Sounds) +Keywords=Part01 (Episode 1) +Keywords=Part02 (Episode 2) +Keywords=Part03 (Episode 3) +Keywords=Part04 (Episode 4) +Keywords=Part05 (Episode 5) +Keywords=Part06 (Episode 6) +Keywords=Part07 (Episode 7) +Keywords=Part08 (Episode 8) [SentinelStats] SentinelStatsSource=serveur\SQLEXPRESS SentinelCatalog=PerfMem [MatineePreview] DefaultAnimSlotName="MatineeBT|Matinee_Node_0" AIGroupPreviewPawnClassName="ExampleGame.DNEMatineePawn" AIGroupPreviewAnimTreeName="CH_Ni_Nilin_AnimTree.MO_AnimTree" AIGroupPreviewSkeletalMeshName="CH_Ni_Nilin.Models.CH_Ni_Nilin" AIGroupPreviewPhysicsAssetName="CH_Ni_Nilin_AnimTree.MO_AnimTree_PhysicsAsset" [ExampleEditor.FSMBindings] +Bindings=(Key="L",SeqObjClassName="ExampleEditor.SeqAct_IA_Log") +Bindings=(Key="B",SeqObjClassName="ExampleEditor.SeqAct_IA_Behavior") +Bindings=(Key="S",SeqObjClassName="ExampleEditor.SeqAct_IA_State") +Bindings=(Key="S",bShift=true,SeqObjClassName="ExampleEditor.SeqAct_IA_StatelessBehavior") +Bindings=(Key="W",SeqObjClassName="ExampleEditor.SeqAct_IA_Wait") [CommandletsToForceMinimalShaderCompilation] AssetMiningCommandlet=true BehaviorAnalyzerCommandlet=true BehaviorGraphCommandlet=true DNECheckCommandlet=true DNEDailyCheckCommandlet=true RebuildBehaviorCommandlet=true SynchronizeAudioPackagesCommandlet=true ; The following case is not needed but it has been require after the refactoring of all shader with material function, so I let it here. FixupRedirectsCommandlet=false ; DNE: Sections listing maps that can be cooked with -MapIniSection=[Name] [WhatIf] +Map=WhatIf [CollisionVis] CameraBlockingVolume = R=252,G=173,B=30 StaticMeshBlockCamera = R=164,G=206,B=252 StaticMeshObstructCamera = R=250,G=113,B=251 StaticMeshBlockAndObstructCamera = R=238,G=196,B=239 BlockingVolumeBlockCamera = R=75,G=123,B=169 BlockingVolumeObstructCamera = R=149,G=55,B=163 BlockingVolumeBlockAndObstructCamera = R=144,G=119,B=144 InterpBlockCamera = R=24,G=133,B=249 InterpObstructCamera = R=245,G=0,B=249 InterpBlockAndObstructCamera = R=181,G=229,B=29 FightArenaVolume = R=80,G=39,B=71 FightArenaVolumeBlockCamera = R=17,G=46,B=102 FightArenaVolumeObstructCamera = R=245,G=0,B=249 FightArenaVolumeBlockAndObstructCamera = R=218,G=48,B=51 ;DNE BEGIN - This path is only used on PC editor [ExampleEditor.DownloadableContentEnumerator] DLCRootDirOverride="../../%GAME%Game/Content/Packages/DLC/" ;DNE END