[URL]
Protocol=unreal
Name=Player
Map=Entry
LocalMap=Entry
TransitionMap=Entry
MapExt=changeme
EXEName=unreal.exe
DebugEXEName=DEBUG-unreal.exe
SaveExt=usa
Port=7777
GameName=Default Game Name
GameNameShort=DGN
[Engine.Engine]
NetworkDevice=IpDrv.TcpNetDriver
ConsoleClassName=Engine.Console
GameViewportClientClassName=Engine.GameViewportClient
LocalPlayerClassName=Engine.LocalPlayer
DataStoreClientClassName=Engine.DataStoreClient
StorageDeviceManagerClassName=Engine.StorageDeviceManager
; The language used by the engine
Language=INT
bAllowMatureLanguage=FALSE
GameEngine=Engine.GameEngine
EditorEngine=UnrealEd.EditorEngine
UnrealEdEngine=UnrealEd.UnrealEdEngine
Client=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
TinyFontName=EngineFonts.TinyFont
SmallFontName=EngineFonts.SmallFont
MediumFontName=EngineFonts.SmallFont
LargeFontName=EngineFonts.SmallFont
SubtitleFontName=EngineFonts.SmallFont
WireframeMaterialName=EngineDebugMaterials.WireframeMaterial
DefaultMaterialName=EngineMaterials.DefaultMaterial
DefaultDecalMaterialName=EngineMaterials.DefaultDecalMaterial
DefaultTextureName=EngineMaterials.DefaultDiffuse
EmissiveTexturedMaterialName=EngineMaterials.EmissiveTexturedMaterial
GeomMaterialName=EngineDebugMaterials.GeomMaterial
DefaultFogVolumeMaterialName=EngineMaterials.FogVolumeMaterial
TickMaterialName=EditorMaterials.Tick_Mat
CrossMaterialName=EditorMaterials.Cross_Mat
DefaultUICaretMaterialName=EngineMaterials.BlinkingCaret
SceneCaptureReflectActorMaterialName=EngineMaterials.ScreenMaterial
SceneCaptureCubeActorMaterialName=EngineMaterials.CubeMaterial
ScreenDoorNoiseTextureName=EngineMaterials.ScreenDoorNoiseTexture
RandomAngleTextureName=EngineMaterials.RandomAngles
RandomNormalTextureName=EngineMaterials.RandomNormal2
RandomMirrorDiscTextureName=EngineMaterials.RandomMirrorDisc
WeightMapPlaceholderTextureName=EngineMaterials.WeightMapPlaceholderTexture
LightMapDensityTextureName=EngineMaterials.DefaultWhiteGrid
LightMapDensityNormalName=EngineMaterials.DefaultNormal
LevelColorationLitMaterialName=EngineDebugMaterials.LevelColorationLitMaterial
LevelColorationUnlitMaterialName=EngineDebugMaterials.LevelColorationUnlitMateri
al
LightingTexelDensityName=EngineDebugMaterials.MAT_LevelColorationLitLightmapUVs
ShadedLevelColorationUnlitMaterialName=EngineDebugMaterials.ShadedLevelColoratio
nUnlitMaterial
ShadedLevelColorationLitMaterialName=EngineDebugMaterials.ShadedLevelColorationL
itMaterial
RemoveSurfaceMaterialName=EngineMaterials.RemoveSurfaceMaterial
VertexColorMaterialName=EngineDebugMaterials.VertexColorMaterial
VertexColorViewModeMaterialName_ColorOnly=EngineDebugMaterials.VertexColorViewMo
de_ColorOnly
VertexColorViewModeMaterialName_AlphaAsColor=EngineDebugMaterials.VertexColorVie
wMode_AlphaAsColor
VertexColorViewModeMaterialName_RedOnly=EngineDebugMaterials.VertexColorViewMode
_RedOnly
VertexColorViewModeMaterialName_GreenOnly=EngineDebugMaterials.VertexColorViewMo
de_GreenOnly
VertexColorViewModeMaterialName_BlueOnly=EngineDebugMaterials.VertexColorViewMod
e_BlueOnly
HeatmapMaterialName=EngineDebugMaterials.HeatmapMaterial
BoneWeightMaterialName=EngineDebugMaterials.BoneWeightMaterial
TangentColorMaterialName=EngineDebugMaterials.TangentColorMaterial
EditorBrushMaterialName=EngineMaterials.EditorBrushMaterial
DefaultPhysMaterialName=EngineMaterials.DefaultPhysicalMaterial
TextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStreamingBou
nds_MATInst
TerrainErrorMaterialName=EngineDebugMaterials.MaterialError_Mat
ProcBuildingSimpleMaterialName=EngineBuildings.ProcBuildingSimpleMaterial
BuildingQuadStaticMeshName=EngineBuildings.BuildingQuadMesh
; Roughly how many texels per world unit when generating a building LOD color te
xture
ProcBuildingLODColorTexelsPerWorldUnit=0.075
; Roughly how many texels per world unit when generating a building LOD lighting
texture
ProcBuildingLODLightingTexelsPerWorldUnit=0.015
; Maximum size of a building LOD color texture
; IMPORTANT: If you change this, you should also consider changing TEXTUREGROUP_
ProcBuilding_Face!
MaxProcBuildingLODColorTextureSize=1024
; Maximum size of a building LOD lighting texture
; IMPORTANT: If you change this, you should also consider changing TEXTUREGROUP_
ProcBuilding_LightMap!
MaxProcBuildingLODLightingTextureSize=256
; Whether to crop building LOD textures to rectangular textures to reduce wasted
memory
UseProcBuildingLODTextureCropping=True
; Whether to force use of power-of-two LOD textures (uses more memory, but may h
ave better performance)
; NOTE: Currently enabled until non-pow2 textures are supported on core platform
s
ForcePowerOfTwoProcBuildingLODTextures=True
; True if we should combine light/shadow maps together if they're very similar t
o one another
bCombineSimilarMappings=True
; Maximum root mean square deviation of the image difference allowed for mapping
s to be combined. Requires bCombineSimilarLightAndShadowMappings to be enabled.
MaxRMSDForCombiningMappings=10.0
TerrainMaterialMaxTextureCount=16
TerrainTessellationCheckCount=6
TerrainTessellationCheckBorder=2.0
TerrainTessellationCheckDistance=4096.0
BeginUPTryCount=200000
bStaticDecalsEnabled=True
bDynamicDecalsEnabled=True
bForceStaticTerrain=False
LightingOnlyBrightness=(R=0.5,G=0.5,B=0.5,A=1.0)
LightComplexityColors=(R=0,G=0,B=0,A=1)
LightComplexityColors=(R=0,G=255,B=0,A=1)
LightComplexityColors=(R=63,G=191,B=0,A=1)
LightComplexityColors=(R=127,G=127,B=0,A=1)
LightComplexityColors=(R=191,G=63,B=0,A=1)
LightComplexityColors=(R=255,G=0,B=0,A=1)
ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0)
ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
MaxPixelShaderAdditiveComplexityCount=900
TimeBetweenPurgingPendingKillObjects=60
bUseTextureStreaming=True
bUseBackgroundLevelStreaming=True
bSubtitlesEnabled=True
bSubtitlesForcedOff=FALSE
ScoutClassName="Engine.Scout"
DefaultPostProcessName=EngineMaterials.DefaultScenePostProcess
DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess
ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailPostProce
ss
ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
DefaultSoundName=EngineSounds.WhiteNoise
bOnScreenKismetWarnings=TRUE
bEnableKismetLogging=FALSE
; If setting bAllowDebugViewmodesOnConsoles=TRUE, must also add EngineDebugMater
ials to the StartupPackages for console platforms
bAllowDebugViewmodesOnConsoles=FALSE
CameraRotationThreshold=45.0
CameraTranslationThreshold=10000
PrimitiveProbablyVisibleTime = 8.0
PercentUnoccludedRequeries = 0.125
MaxOcclusionPixelsFraction = 0.001
MinTextureDensity=0.0
IdealTextureDensity=13.0
MaxTextureDensity=55.0
MinLightMapDensity=0.0
IdealLightMapDensity=1.0
MaxLightMapDensity=3.0
RenderLightMapDensityGrayscaleScale=1.0
RenderLightMapDensityColorScale=1.0
bRenderLightMapDensityGrayscale=true
LightMapDensityVertexMappedColor=(R=0.65,G=0.65,B=0.25,A=1.0)
LightMapDensitySelectedColor=(R=1.0,G=0.2,B=1.0,A=1.0)
bDisablePhysXHardwareSupport=True
DemoRecordingDevice=Engine.DemoRecDriver
bPauseOnLossOfFocus=FALSE
MaxFluidNumVerts=1048576
FluidSimulationTimeLimit=30.0
MaxParticleResize=0
MaxParticleResizeWarn=0
bCheckParticleRenderSize=True
MaxParticleVertexMemory=131972
NetClientTicksPerSecond=200
MaxTrackedOcclusionIncrement=0.10
TrackedOcclusionStepSize=0.10
MipFadeInSpeed0=0.3
MipFadeOutSpeed0=0.1
MipFadeInSpeed1=2.0
MipFadeOutSpeed1=1.0
StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.0,Out=(R=255)),(In=30,
Out=(R=255,G=255)),(In=45.0,Out=(G=255))))
StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.0,Out=(G=25
5)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.
0,Out=(R=255))))
;
; JS Bullet Storm Begin -->
;
; Frametime, Game_thread_time, Render_thread_time, GPU_time
; Based on UnPlayer.cpp:DrawUnitTimes
; Green < 33 ms 30FPS
; Yellow = 40 ms 25FPS
; Red > 50 ms 20FPS
;
StatColorMappings=(StatName="Frametime",ColorMap=((In=1.0,Out=(G=255)),(In=33.0,
Out=(G=255)),(In=40.0,Out=(R=255,G=255)),(In=50.0,Out=(R=255))))
StatColorMappings=(StatName="Game_thread_time",ColorMap=((In=1.0,Out=(G=255)),(I
n=33.0,Out=(G=255)),(In=40.0,Out=(R=255,G=255)),(In=50.0,Out=(R=255))))
StatColorMappings=(StatName="Render_thread_time",ColorMap=((In=1.0,Out=(G=255)),
(In=33.0,Out=(G=255)),(In=40.0,Out=(R=255,G=255)),(In=50.0,Out=(R=255))))
StatColorMappings=(StatName="GPU_time",ColorMap=((In=1.0,Out=(G=255)),(In=33.0,O
ut=(G=255)),(In=40.0,Out=(R=255,G=255)),(In=50.0,Out=(R=255))))
StatColorMappings=(StatName="Streaming_fudge_factor",ColorMap=((In=0.0,Out=(G=25
5)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.
0,Out=(R=255))))
;
; PS3_Memory_Used, Total 159 MB
; Green < 120 MB
; Yellow = 135 MB
; Red > 150 MB
;
; Old
StatColorMappings=(StatName="PS3_Memory_Used",ColorMap=((In=1.0,Out=(G=255)),(In
=120.0,Out=(G=255)),(In=135.0f,Out=(R=255,G=255)),(In=150.0,Out=(R=255))))
; New
StatColorMappings=(StatName="PS3_PPUMemory_Used",ColorMap=((In=1.0,Out=(G=255)),
(In=120.0,Out=(G=255)),(In=135.0f,Out=(R=255,G=255)),(In=150.0,Out=(R=255))))
;
; PS3_RSXMemory_Used, Total 249 MB
; Green < 230 MB
; Yellow = 236 MB
; Red > 242 MB
;
StatColorMappings=(StatName="PS3_RSXMemory_Used",ColorMap=((In=1.0,Out=(G=255)),
(In=230.0,Out=(G=255)),(In=236.0f,Out=(R=255,G=255)),(In=242.0,Out=(R=255))))
;
; Xbox_Memory_Used, Total 512 MB
; Green < 400 MB
; Yellow = 440 MB
; Red > 480 MB
;
StatColorMappings=(StatName="Xbox_Memory_Used",ColorMap=((In=1.0,Out=(G=255)),(I
n=400.0,Out=(G=255)),(In=440.0f,Out=(R=255,G=255)),(In=480.0,Out=(R=255))))
;
; STAT_AudioMemoryPS3_RSX, Total 20 MB
; Green < 10 MB
; Yellow = 15 MB
; Red > 19 MB
;
StatColorMappings=(StatName="_Audio_Memory_(PS3_Max_20MB)",ColorMap=((In=1.0,Out
=(G=255)),(In=10.0,Out=(G=255)),(In=15.0f,Out=(R=255,G=255)),(In=19.0,Out=(R=255
))))
;
; Primitives
; Green < 2500
; Yellow = 3000
; Red > 3500
;
StatColorMappings=(StatName="Primitives",ColorMap=((In=1,Out=(G=255)),(In=2500,O
ut=(G=255)),(In=3000,Out=(R=255,G=255)),(In=3500,Out=(R=255))))
;
; VisibleMeshElements
; Green < 800
; Yellow = 900
; Red > 1000
;
StatColorMappings=(StatName="VisibleMeshElements",ColorMap=((In=1.0,Out=(G=255))
,(In=800,Out=(G=255)),(In=900,Out=(R=255,G=255)),(In=1000,Out=(R=255))))
;
; VisibleDynamicPrimitives
; Green < 60
; Yellow = 80
; Red > 100
;
StatColorMappings=(StatName="VisibleDynamicPrimitives",ColorMap=((In=1.0,Out=(G=
255)),(In=60,Out=(G=255)),(In=80,Out=(R=255,G=255)),(In=100,Out=(R=255))))
;
; JS Bullet Storm End <--
;
PhysXGpuHeapSize=32
PhysXMeshCacheSize=8
HACK_UseTickFrequency=FALSE
HACK_EnableDMC=FALSE
bShouldGenerateSimpleLightmaps=TRUE
bSmoothFrameRate=True
MinSmoothedFrameRate=22
MaxSmoothedFrameRate=62
; This is the default (additive) color of selected objects in the editor
DefaultSelectedMaterialColor=(R=0.04,G=0.02,B=0.24,A=1.0)
; This is the startup state of the OnScreenDebugMessage system
bEnableOnScreenDebugMessages=true
AllowScreenDoorFade=False
; NVCHANGE[Single Line] Calvin Lin, 22 Dec 2010: Fix NV Stereo issues
AllowNvidiaStereo3d=True
; If in a DEBUG build, and DevAbsorbFunc is unsuppressed, the functions in this
array will be ignored when throwing warning logs about non-simulated functions b
eing absorbed
IgnoreSimulatedFuncWarnings=Tick
[Engine.StreamingMovies]
RenderPriorityPS3=1001
SuspendGameIO=True
[Engine.ISVHacks]
bInitializeShadersOnDemand=False
DisableATITextureFilterOptimizationChecks=True
UseMinimalNVIDIADriverShaderOptimization=True
PumpWindowMessagesWhenRenderThreadStalled=False
[Engine.GameEngine]
MaxDeltaTime=0
[Engine.AudioDevice]
RadioPreset_BackgroundNoiseGain=0.1
RadioPreset_FoldbackDistortionLow=-1.0
RadioPreset_FoldbackDistortionHigh=1.0
RadioPreset_BandpassNoiseFreq=1000.0
; mostly copied from 2k4
[Engine.DemoRecDriver]
AllowDownloads=True
DemoSpectatorClass=Engine.PlayerController
MaxClientRate=25000
ConnectionTimeout=15.0
InitialConnectTimeout=30.0
AckTimeout=1.0
KeepAliveTime=1.0
SimLatency=0
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=30
LanServerMaxTickRate=30
MaxRewindPoints=30
RewindPointInterval=1.0
NumRecentRewindPoints=7
[Engine.PackagesToAlwaysCook]
[Engine.StartupPackages]
bSerializeStartupPackagesFromMemory=TRUE
bFullyCompressStartupPackages=FALSE
Package=DefaultUISkin
Package=EngineMaterials
; Console platforms will remove EngineDebugMaterials from their StartupPackages
Package=EngineDebugMaterials
Package=EngineSounds
Package=EngineFonts
Package=SoundClassesAndModes
[Engine.PackagesToForceCookPerMap]
[Core.System]
MaxObjectsNotConsideredByGC=0
SizeOfPermanentObjectPool=0
StaleCacheDays=30
MaxStaleCacheSize=10
MaxOverallCacheSize=30
PackageSizeSoftLimit=300
AsyncIOBandwidthLimit=0
; JarekS 0 means inf.
; Creating a lot of pixel shaders on Windows platform may produce spikes, so all
ow only MaxAllowedMaterialsInPostLoad instances of Material to be initialized at
once
MaxAllowedMaterialsInPostLoad=0
; JarekS <--
CachePath=..\..\%GAME%Game\Cache
CacheExt=.uxx
Paths=..\..\Engine\Content
ScriptPaths=..\..\%GAME%Game\Script
FRScriptPaths=..\..\%GAME%Game\ScriptFinalRelease
MobileScriptPaths=..\..\%GAME%Game\ScriptMobile
CutdownPaths=..\..\%GAME%Game\CutdownPackages
CutdownPaths=..\..\%GAME%Game\Script
ScreenShotPath=..\..\%GAME%Game\ScreenShots
LocalizationPaths=..\..\Engine\Localization
Extensions=upk
Extensions=u
TextureFileCacheExtension=tfc
Suppress=Dev
Suppress=DevAudio
Suppress=DevAudioVerbose
Suppress=DevBind
Suppress=DevBsp
Suppress=DevCollision
Suppress=DevCompile
Suppress=DevComponents
Suppress=DevCooking
Suppress=DevDataStore
Suppress=DevGarbage
Suppress=DevKill
Suppress=DevLoad
Suppress=DevNetTraffic
Suppress=DevPath
Suppress=DevReplace
Suppress=DevSave
Suppress=DevSound
Suppress=DevStats
Suppress=DevTick
Suppress=DevUI
Suppress=DevUIStates
Suppress=DevUIStyles
Suppress=DevUIAnimation
Suppress=DevUIFocus
Suppress=DevGFxUI
Suppress=DevHDDCaching
Suppress=Init
Suppress=Input
Suppress=Inventory
Suppress=Localization
Suppress=LocalizationWarning
Suppress=PlayerMove
Suppress=DevSHA
Suppress=DevAnim
Suppress=DevDecals
Suppress=RON_DEBUG
Suppress=DevShaders
Suppress=DevShadersDetailed
Suppress=GameStats
Suppress=DevLightmassSolver
Suppress=DevFaceFX
Suppress=DevCrossLevel
Suppress=DevOnline
Suppress=DevMovie
Suppress=DevConfig
;Suppress=PlayerManagement
Suppress=DevNet
Suppress=DevCamera
Suppress=DevAbsorbFuncs
Suppress=DevAssetDataBase
Suppress=DevLevelTools
;
; JarekS BulletStorm Begin -->
;
;Suppress=PerfWarning
;Suppress=DevStreaming
;Suppress=DevNet
;Suppress=ScriptLog
;Suppress=ScriptWarning
;Suppress=Log
;Suppress=Warning
;
; JarekS BulletStorm End <--
;
[Engine.Client]
DisplayGamma=2.2
MinDesiredFrameRate=35.000000
InitialButtonRepeatDelay=0.2
ButtonRepeatDelay=0.1
[WinDrv.WindowsClient]
AudioDeviceClass=XAudio2.XAudio2Device
MinAllowableResolutionX=800
MinAllowableResolutionY=600
MaxAllowableResolutionX=0
MaxAllowableResolutionY=0
MinAllowableRefreshRate=0
MaxAllowableRefreshRate=0
ParanoidDeviceLostChecking=1
AllowJoystickInput=1
[XAudio2.XAudio2Device]
MaxChannels=32
CommonAudioPoolSize=0
MinCompressedDurationGame=5
MinCompressedDurationEditor=4
LowPassFilterResonance=0.9
[ALAudio.ALAudioDevice]
MaxChannels=32
CommonAudioPoolSize=0
MinCompressedDurationGame=5
MinCompressedDurationEditor=4
LowPassFilterResonance=0.9
//DeviceName=Generic Software
[Engine.Player]
ConfiguredInternetSpeed=10000
ConfiguredLanSpeed=20000
PP_DesaturationMultiplier=1.0
PP_HighlightsMultiplier=1.0
PP_MidTonesMultiplier=1.0
PP_ShadowsMultiplier=1.0
[IpDrv.TcpNetDriver]
AllowDownloads=True
ConnectionTimeout=30.0
InitialConnectTimeout=200.0
AckTimeout=1.0
KeepAliveTime=0.2
MaxClientRate=15000
MaxInternetClientRate=10000
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=30
LanServerMaxTickRate=35
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload
NetConnectionClassName="IpDrv.TcpipConnection"
[IpServer.UdpServerQuery]
GameName=ut
[IpDrv.UdpBeacon]
DoBeacon=True
BeaconTime=0.50
BeaconTimeout=5.0
BeaconProduct=ut
ServerBeaconPort=8777
BeaconPort=9777
[TextureStreaming]
PoolSize=140
HysteresisLimit=20
DropMipLevelsLimit=16
StopIncreasingLimit=12
StopStreamingLimit=8
MinEvictSize=10
MinFudgeFactor=1
FudgeFactorIncreaseRateOfChange=0.5
FudgeFactorDecreaseRateOfChange=-0.4
MinRequestedMipsToConsider=11
MinTimeToGuaranteeMinMipCount=2
MaxTimeToGuaranteeMinMipCount=12
UseTextureFileCache=TRUE
LoadMapTimeLimit=5.0
LightmapStreamingFactor=0.04
ShadowmapStreamingFactor=0.04
MaxLightmapRadius=2000.0
AllowStreamingLightmaps=True
TextureFileCacheBulkDataAlignment=1
UsePriorityStreaming=False
bAllowSwitchingStreamingSystem=False
[StreamByURL]
PostLoadPause=1.0
[UnrealEd.EditorEngine]
LocalPlayerClassName=UnrealEd.EditorPlayer
bSubtitlesEnabled=True
GridEnabled=True
SnapScaleEnabled=True
ScaleGridSize=5
SnapVertices=False
SnapDistance=10.000000
GridSize=(X=16.000000,Y=16.000000,Z=16.000000)
RotGridEnabled=True
RotGridSize=(Pitch=1024,Yaw=1024,Roll=1024)
GameCommandLine=-log
FOVAngle=90.000000
GodMode=True
AutoSaveDir=..\..\Engine\Autosaves
InvertWidgetZAxis=True
UseAxisIndicator=True
MatineeCurveDetail=0.1
Client=WinDrv.WindowsClient
CurrentGridSz=4
bUseMayaCameraControls=True
bPrefabsLocked=True
HeightMapExportClassName="TerrainHeightMapExporterTextT3D"
EditorOnlyContentPackages=EditorMeshes
EditorOnlyContentPackages=EditorMaterials
EditorOnlyContentPackages=EditorResources
EditPackagesInPath=..\..\Development\Src
EditPackages=Core
EditPackages=Engine
EditPackages=GFxUI
EditPackages=BaseAI
EditPackages=GameFramework
EditPackages=UnrealEd
EditPackages=GFxUIEditor
EditPackages=IpDrv
EditPackages=OnlineSubsystemPC
EditPackages=OnlineSubsystemGameSpy
EditPackages=OnlineSubsystemLive
EditPackages=OnlineSubsystemSteamworks
bBuildReachSpecs=FALSE
MobileScriptOutputPath=..\..\%GAME%Game\ScriptMobile
[UnrealEd.UnrealEdEngine]
AutoSaveIndex=0
PackagesToBeFullyLoadedAtStartup=EditorMaterials
PackagesToBeFullyLoadedAtStartup=EditorMeshes
PackagesToBeFullyLoadedAtStartup=EditorResources
PackagesToBeFullyLoadedAtStartup=EngineMaterials
PackagesToBeFullyLoadedAtStartup=EngineFonts
PackagesToBeFullyLoadedAtStartup=EngineResources
PackagesToBeFullyLoadedAtStartup=DefaultUISkin
PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders
[Engine.DataStoreClient]
GlobalDataStoreClasses="Engine.UIDataStore_Strings"
GlobalDataStoreClasses="Engine.UIDataStore_Images"
GlobalDataStoreClasses="Engine.UIDataStore_GameResource"
GlobalDataStoreClasses="Engine.CurrentGameDataStore"
;;GlobalDataStoreClasses="Engine.UIDataStore_SessionSettings" ; unused
GlobalDataStoreClasses="Engine.UIDataStore_Fonts"
GlobalDataStoreClasses="Engine.UIDataStore_Color"
GlobalDataStoreClasses="Engine.UIDataStore_Gamma"
GlobalDataStoreClasses="Engine.UIDataStore_Registry"
GlobalDataStoreClasses="Engine.UIDataStore_InputAlias"
;PlayerDataStoreClassNames="Engine.UIDataStore_InputAlias"
PlayerDataStoreClassNames="Engine.PlayerOwnerDataStore"
[Engine.UIDataStore_SessionSettings]
SessionSettingsProviderClassNames="Engine.SessionSettingsProvider_GameInfo"
[DevOptions.Shaders]
AutoReloadChangedShaders=True
bAllowMultiThreadedShaderCompile=True
bAllowDistributedShaderCompile=False
; JS Changed number of spawned shader compilers to 6.
; ex.NumCores - NumUnusedShaderCompilingThreads -> 4 - (-2) = 6
NumUnusedShaderCompilingThreads=0
ThreadedShaderCompileThreshold=1
MaxShaderJobBatchSize=30
bDumpShaderPDBs=False
bPromptToRetryFailedShaderCompiles=True
[DevOptions.Debug]
ShowSelectedLightmap=False
[StatNotifyProviders]
BinaryFileStatNotifyProvider=true
XmlStatNotifyProvider=false
CsvStatNotifyProvider=false
StatsNotifyProvider_UDP=false
PIXNamedCounterProvider=false
[StatNotifyProviders.StatNotifyProvider_UDP]
ListenPort=13000
; JarekS Begin -->
; Grupy statystyk.
[FStatManager]
;NetEnabledGroups=Particles,BeamParticles,TrailParticles,MeshParticles
; Jareks End <--
[RemoteControl]
SuppressRemoteControlAtStartup=False
[LogFiles]
PurgeLogsDays=3
LogTimes=True
[AnimationCompression]
CompressCommandletVersion=1 // Bump this up to trigger full recompression. O
therwise only new animations imported will be recompressed.
DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_RemoveLinearKeys
TranslationCompressionFormat=0
RotationCompressionFormat=1
AlternativeCompressionThreshold=1.f
ForceRecompression=False
bOnlyCheckForMissingSkeletalMeshes=False
[IpDrv.OnlineSubsystemCommonImpl]
MaxLocalTalkers=1
MaxRemoteTalkers=16
bIsUsingSpeechRecognition=false
[IpDrv.OnlineGameInterfaceImpl]
LanAnnouncePort=14001
LanQueryTimeout=5.0
[OnlineSubsystemLive.OnlineSubsystemLive]
LiveSystemLinkPort=14000
LanAnnouncePort=14001
VoiceNotificationDelta=0.2
[Engine.StaticMeshCollectionActor]
bCookOutStaticMeshActors=TRUE
MaxStaticMeshComponents=50
[Engine.StaticLightCollectionActor]
bCookOutStaticLightActors=TRUE
MaxLightComponents=100
[LiveSock]
bUseVDP=True
; JarekS Temporary disabled secure connections for Sentinel.
bUseSecureConnections=False
MaxDgramSockets=64
MaxStreamSockets=16
DefaultRecvBufsizeInK=256
DefaultSendBufsizeInK=256
[CustomStats]
LD=Streaming fudge factor
LD=FrameTime
LD=Terrain Foliage Time
LD=Foliage Render Time
LD=Terrain Smooth Time
LD=Terrain Render Time
LD=Decal Render Time
LD=Terrain Triangles
LD=Foliage Instances
LD=Decal Triangles
LD=Decal Draw Calls
LD=Static Mesh Tris
LD=Skel Mesh Tris
LD=Skel Verts CPU Skin
LD=Skel Verts GPU Skin
LD=30+ FPS
LD=Total CPU rendering time
LD=Total GPU rendering time
LD=Occluded primitives
LD=Projected shadows
LD=Visible static mesh elements
LD=Visible dynamic primitives
LD=Texture Pool Size
LD=Physical Memory Used
LD=Virtual Memory Used
LD=Audio Memory Used
LD=Texture Memory Used
LD=360 Texture Memory Used
LD=Animation Memory
LD=Vertex Lighting Memory
LD=StaticMesh Vertex Memory
LD=StaticMesh Index Memory
LD=SkeletalMesh Vertex Memory
LD=SkeletalMesh Index Memory
LD=Decal Vertex Memory
LD=Decal Index Memory
LD=Decal Interaction Memory
MEMLEAN=Virtual Memory Used
MEMLEAN=Audio Memory Used
MEMLEAN=Animation Memory
MEMLEAN=FaceFX Cur Mem
MEMLEAN=Vertex Lighting Memory
MEMLEAN=StaticMesh Vertex Memory
MEMLEAN=StaticMesh Index Memory
MEMLEAN=SkeletalMesh Vertex Memory
MEMLEAN=SkeletalMesh Index Memory
MEMLEAN=Decal Vertex Memory
MEMLEAN=Decal Index Memory
MEMLEAN=Decal Interaction Memory
MEMLEAN=VertexShader Memory
MEMLEAN=PixelShader Memory
GameThread=Async Loading Time
GameThread=Audio Update Time
GameThread=FrameTime
GameThread=HUD Time
GameThread=Input Time
GameThread=Kismet Time
GameThread=Move Actor Time
GameThread=RHI Game Tick
GameThread=RedrawViewports
GameThread=Script time
GameThread=Tick Time
GameThread=Update Components Time
GameThread=World Tick Time
GameThread=Async Work Wait
GameThread=PerFrameCapture
GameThread=DynamicLightEnvComp Tick
; JarekS
PS=Beam Particles
PS=Beam Ptcls Spawned
PS=Beam Ptcls Killed
PS=Beam Ptcl Tris
PS=Sprite Particles
PS=Sprite Ptcl Render Calls
PS=Sprite Ptcls Spawned
PS=Sprite Ptcls Updated
PS=Sprite Ptcls Killed
PS=Mesh Particles
PS=Trail Particles
PS=Trail Ptcls Spawned
PS=Trail Ptcls Killed
PS=Trail Ptcl Tris
[MemorySplitClassesToTrack]
Class=AnimSequence
Class=AudioComponent
Class=AudioDevice
Class=BrushComponent
Class=CylinderComponent
Class=DecalComponent
Class=DecalManager
Class=DecalMaterial
Class=Font
Class=Level
Class=Material
Class=MaterialInstanceConstant
Class=MaterialInstanceTimeVarying
Class=Model
Class=ModelComponent
Class=MorphTarget
Class=NavigationMeshBase
Class=ParticleModule
Class=ParticleSystemComponent
Class=PathNode
Class=ProcBuilding_SimpleLODActor
Class=RB_BodyInstance
Class=RB_BodySetup
Class=ReachSpec
Class=Sequence
Class=SkeletalMesh
Class=SkeletalMeshComponent
Class=SoundCue
Class=SoundNode
Class=SoundNodeWave
Class=StaticMesh
Class=StaticMeshActor
Class=StaticMeshCollectionActor
Class=StaticMeshComponent
Class=Terrain
Class=TerrainComponent
Class=Texture2D
Class=UIRoot
Class=AnimNode
[MemLeakCheckExtraExecsToRun]
Cmd="obj list class=StaticMesh -Alphasort -DetailedInfo"
Cmd="obj list class=StaticMeshActor -ALPHASORT -DetailedInfo"
Cmd="obj list class=StaticMeshCollectionActor -ALPHASORT -DetailedInfo"
Cmd="obj list class=TextureMovie -Alphasort -DetailedInfo"
Cmd="obj list class=Level -ALPHASORT -DetailedInfo"
Cmd="lightenv list volumes"
Cmd="lightenv list transition"
Cmd="ListThreads"
[ConfigCoalesceFilter]
FilterOut=%GAME%Engine.ini
FilterOut=%GAME%Editor.ini
FilterOut=%GAME%Input.ini
FilterOut=%GAME%Lightmass.ini
FilterOut=%GAME%Game.ini
FilterOut=%GAME%GameDedicatedServer.ini
FilterOut=%GAME%UI.ini
FilterOut=%GAME%Compat.ini
FilterOut=%GAME%EngineG4WLive.ini
FilterOut=%GAME%EngineG4WLiveDedicatedServer.ini
FilterOut=%GAME%EngineNoLive.ini
FilterOut=%GAME%EngineNoLiveDedicatedServer.ini
FilterOut=%GAME%EditorKeyBindings.ini
FilterOut=%GAME%EditorUserSettings.ini
FilterOut=Descriptions.int
FilterOut=Editor.int
FilterOut=EditorTips.int
FilterOut=UnrealEd.int
FilterOut=WinDrv.int
FilterOut=XWindow.int
[TaskPerfTracking]
bUseTaskPerfTracking=False
RemoteConnectionIP="wawintranet-01\\SQLEXPRESS"
ConnectionString="Provider=sqloledb;Data Source=wawintranet-01\\SQLEXPRESS;Initi
al Catalog=EngineTaskPerf;Trusted_Connection=Yes"
RemoteConnectionStringOverride="Data Source=wawintranet-01\\SQLEXPRESS;Initial C
atalog=EngineTaskPerf;Integrated Security=True;Pooling=False;Asynchronous Proces
sing=True;Network Library=dbmssocn"
[TaskPerfMemDatabase]
; JarekS Bullet Storm Begin -->
; Sentinel Database
bUseTaskPerfMemDatabase=True
; WawIntranet-01
RemoteConnectionIP="172.17.20.54"
ConnectionString="Provider=sqloledb;Data Source=wawintranet-01\\SQLEXPRESS;Initi
al Catalog=PerfMem;Trusted_Connection=Yes"
RemoteConnectionStringOverride="Data Source=wawintranet-01\\SQLEXPRESS;Initial C
atalog=PerfMem;Integrated Security=True;Pooling=True;Asynchronous Processing=Tru
e;Network Library=dbmssocn"
; JarekS Bullet Storm End <--
[MemoryPools]
; Kaziu BS Begin -->
FLightPrimitiveInteractionInitialBlockSize=3072
; Kaziu BS End <--
FModShadowPrimitiveInteractionInitialBlockSize=512
[SystemSettings]
; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
bUseMaxQualityMode=True
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.0
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=False
SHSecondaryLighting=True
DirectionalLightmaps=True
LightShafts=True
MotionBlur=True
MotionBlurPause=True
DepthOfField=True
AmbientOcclusion=True
Bloom=True
UseHighQualityBloom=True
Distortion=True
FilteredDistortion=True
DropParticleDistortion=False
bAllowDownsampledTranslucency=True
SpeedTreeLeaves=True
SpeedTreeFronds=True
OnlyStreamInTextures=False
LensFlares=True
FogVolumes=True
FloatingPointRenderTargets=True
OneFrameThreadLag=True
UseVsync=True
UpscaleScreenPercentage=True
Fullscreen=False
AllowD3D10=True
AllowRadialBlur=True
SkeletalMeshLODBias=0
ParticleLODBias=0
DetailMode=2
ShadowFilterQualityBias=0
MaxAnisotropy=4
MaxMultisamples=0
MinShadowResolution=64
MinPreShadowResolution=8
MaxShadowResolution=800
MaxWholeSceneDominantShadowResolution=1344
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=.25
ResX=1280
ResY=720
; DCG-begin
DisallowResolutionOverwrite=False
; DCG-end
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
FoliageDrawRadiusMultiplier=1.000000
ShadowTexelsPerPixel=1.27324
PreShadowResolutionFactor=.5
bEnableVSMShadows=True
bEnableBranchingPCFShadows=True
bAllowHardwareShadowFiltering=True
bAllowBetterModulatedShadows=True
bEnableForegroundShadowsOnWorld=True
bEnableForegroundSelfShadowing=True
bAllowWholeSceneDominantShadows=True
ShadowFilterRadius=2
ShadowDepthBias=.012
CSMSplitPenumbraScale=.5
CSMSplitSoftTransitionDistanceScale=4
CSMSplitDepthBiasScale=.7
UnbuiltWholeSceneDynamicShadowRadius=20000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=20
bAllowFracturedDamage=True
NumFracturedPartsScale=1.0
FractureDirectSpawnChanceScale=1.0
FractureRadialSpawnChanceScale=1.0
FractureCullDistanceScale=1.0
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,Mi
pFilter=point)
TEXTUREGROUP_WorldHigh=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=anis
o,MipFilter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter
=aniso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=
aniso,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=anis
o,MipFilter=point)
TEXTUREGROUP_CharacterHigh=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=
aniso,MipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFi
lter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFil
ter=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,M
ipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilte
r=aniso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter
=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,
MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt
er=aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilte
r=aniso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=anis
o,MipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear
,MipFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFi
lter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,M
ipFilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFi
lter=point)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso
,MipFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=anis
o,MipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=a
niso,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilte
r=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFil
ter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMag
Filter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFil
ter=aniso,MipFilter=point)
TEXTUREGROUP_EngineInternal=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter
=aniso,MipFilter=point,CanBeCooked=0)
; JS Bullet Storm Begin -->
RadialBlur=TRUE
; JS Bullet Storm End <--
[SystemSettingsEditor]
MaxMultisamples=0
bEnableForegroundSelfShadowing=False
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFil
ter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMag
Filter=aniso,MipFilter=point)
TEXTUREGROUP_EngineInternal=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter
=aniso,MipFilter=point,CanBeCooked=0)
[SystemSettingsSplitScreen2]
; System settings overrides for split screen
bAllowWholeSceneDominantShadows=False
[Engine.PhysicsLODVerticalDestructible]
MaxDynamicChunkCount=1000
DebrisLifetime=60.0
[Engine.PhysicsLODVerticalEmitter]
ParticlePercentage=100
[Engine.OnlineSubsystem]
+NamedInterfaceDefs=(InterfaceName="RecentPlayersList",InterfaceClassName="Engin
e.OnlineRecentPlayersList")
AsyncMinCompletionTime=0.0
[Engine.OnlineRecentPlayersList]
MaxRecentPlayers=100
MaxRecentParties=5
[VoIP]
VolumeThreshold=0.2
bHasVoiceEnabled=true
[FullScreenMovie]
bForceNoMovies=FALSE
[IPDrv.WebConnection]
MaxValueLength=512
MaxLineLength=4096
[IPDrv.WebServer]
ApplicationPaths[0]=/ServerAdmin
ApplicationPaths[1]=/images
;;Applications[0]=UWeb.HelloWeb
;;ApplicationPaths[0]=/Hello
ListenPort=80
MaxConnections=18
ExpirationSeconds=86400
bEnabled=false
[IPDrv.WebResponse]
IncludePath=/Web
CharSet=iso-8859-1
[TextureTracking]
#TextureName=T_GD_Traffic_Crosswalk_01
[AnimNotify]
Trail_MaxSampleRate=200.0
[Engine.UIDataStore_OnlinePlayerData]
PartyChatProviderClassName=Engine.UIDataProvider_OnlinePartyChatList
[Engine.LocalPlayer]
OverridePPRecoveryTime=1.0
[MobileSupport]
bShouldCachePVRTCTextures=False
bShouldFlattenMaterials=False
FlattenedTextureResolutionBias=1
[Engine.GameViewportClient]
bDebugNoGFxUI=FALSE