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This document contains configuration settings for an Unreal game engine. It defines default materials, textures, fonts, classes and other engine parameters like network settings, debug viewmodes, and stat color mappings for performance metrics.

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atko95
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
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0% found this document useful (0 votes)
201 views

Untitled

This document contains configuration settings for an Unreal game engine. It defines default materials, textures, fonts, classes and other engine parameters like network settings, debug viewmodes, and stat color mappings for performance metrics.

Uploaded by

atko95
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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[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

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