NewVersion

This commit is contained in:
AncientTale
2026-03-29 10:11:17 +03:00
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Content/** filter=lfs diff=lfs merge=lfs -text
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Binaries
DerivedDataCache
Intermediate
Saved
.vscode
.vs
*.VC.db
*.opensdf
*.opendb
*.sdf
*.sln
*.suo
*.xcodeproj
*.xcworkspace
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{
"version": "1.0",
"components": [
"Component.Unreal.Debugger",
"Component.Unreal.Ide",
"Microsoft.Net.Component.4.6.2.TargetingPack",
"Microsoft.VisualStudio.Component.VC.14.38.17.8.ATL",
"Microsoft.VisualStudio.Component.VC.14.38.17.8.x86.x64",
"Microsoft.VisualStudio.Component.VC.14.44.17.14.ATL",
"Microsoft.VisualStudio.Component.VC.14.44.17.14.x86.x64",
"Microsoft.VisualStudio.Component.VC.Llvm.Clang",
"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
"Microsoft.VisualStudio.Component.Windows11SDK.22621",
"Microsoft.VisualStudio.Workload.CoreEditor",
"Microsoft.VisualStudio.Workload.ManagedDesktop",
"Microsoft.VisualStudio.Workload.NativeDesktop",
"Microsoft.VisualStudio.Workload.NativeGame"
]
}
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{
"FileVersion": 3,
"EngineAssociation": "5.7",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "AFPrototype",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
"Plugins": [
{
"Name": "ModelingToolsEditorMode",
"Enabled": true
},
{
"Name": "GameplayAbilities",
"Enabled": true
},
{
"Name": "AnimationWarping",
"Enabled": true
},
{
"Name": "MotionWarping",
"Enabled": true
},
{
"Name": "MotionTrajectory",
"Enabled": true
},
{
"Name": "PoseSearch",
"Enabled": true
},
{
"Name": "Chooser",
"Enabled": true
},
{
"Name": "GameplayStateTree",
"Enabled": true
},
{
"Name": "SmartObjects",
"Enabled": true
},
{
"Name": "GameplayBehaviors",
"Enabled": true
},
{
"Name": "GameplayBehaviorSmartObjects",
"Enabled": true
},
{
"Name": "GameplayInteractions",
"Enabled": true
},
{
"Name": "MetaHuman",
"Enabled": true,
"SupportedTargetPlatforms": [
"Win64",
"Linux"
]
},
{
"Name": "MetaHumanCoreTech",
"Enabled": true,
"SupportedTargetPlatforms": [
"Win64",
"Linux"
]
},
{
"Name": "MetaHumanCharacter",
"Enabled": true
},
{
"Name": "MetaHumanRuntime",
"Enabled": true
},
{
"Name": "MetaHumanCalibrationProcessing",
"Enabled": true,
"SupportedTargetPlatforms": [
"Win64",
"Linux"
]
},
{
"Name": "Water",
"Enabled": true
},
{
"Name": "WaterAdvanced",
"Enabled": true
},
{
"Name": "VisualStudioTools",
"Enabled": true,
"SupportedTargetPlatforms": [
"Win64"
]
}
],
"TargetPlatforms": [
"Windows"
],
"AdditionalRootDirectories": [],
"AdditionalPluginDirectories": [],
"EpicSampleNameHash": ""
}
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[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/MainMenu1.MainMenu1
EditorStartupMap=/Game/Demo.Demo
GlobalDefaultGameMode=/Game/Blueprints/BP_AFGameMode.BP_AFGameMode_C
[/Script/Engine.RendererSettings]
r.AllowStaticLighting=False
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=0
r.ReflectionMethod=0
r.SkinCache.CompileShaders=True
r.RayTracing=True
r.Shadow.Virtual.Enable=1
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
r.Lumen.Reflections.HardwareRayTracing.Translucent.Refraction.EnableForProject=False
r.Lumen.TraceMeshSDFs=0
r.MSAACount=1
r.CustomDepth=0
r.SkinCache.SceneMemoryLimitInMB=300.000000
r.GPUSkin.Support16BitBoneIndex=True
r.GPUSkin.UnlimitedBoneInfluences=True
SkeletalMesh.UseExperimentalChunking=1
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
-D3D12TargetedShaderFormats=PCD3D_SM5
+D3D12TargetedShaderFormats=PCD3D_SM6
-D3D11TargetedShaderFormats=PCD3D_SM5
+D3D11TargetedShaderFormats=PCD3D_SM5
Compiler=Default
AudioSampleRate=48000
AudioCallbackBufferFrameSize=1024
AudioNumBuffersToEnqueue=1
AudioMaxChannels=0
AudioNumSourceWorkers=4
SpatializationPlugin=
SourceDataOverridePlugin=
ReverbPlugin=
OcclusionPlugin=
CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0)
CacheSizeKB=65536
MaxChunkSizeOverrideKB=0
bResampleForDevice=False
MaxSampleRate=48000.000000
HighSampleRate=32000.000000
MedSampleRate=24000.000000
LowSampleRate=12000.000000
MinSampleRate=8000.000000
CompressionQualityModifier=1.000000
AutoStreamingThreshold=0.000000
SoundCueCookQualityIndex=-1
[/Script/LinuxTargetPlatform.LinuxTargetSettings]
-TargetedRHIs=SF_VULKAN_SM5
+TargetedRHIs=SF_VULKAN_SM6
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'
[/Script/Engine.UserInterfaceSettings]
bAuthorizeAutomaticWidgetVariableCreation=False
FontDPIPreset=Standard
FontDPI=72
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/AFPrototype")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/AFPrototype")
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
bAllowNetworkConnection=True
SecurityToken=D39A5780474EE08C55E2288430D7DDF3
bIncludeInShipping=False
bAllowExternalStartInShipping=False
bCompileAFSProject=False
bUseCompression=False
bLogFiles=False
bReportStats=False
ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=
[/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="DestructibleIgnorePawn",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Destructible",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Player",Response=ECR_Ignore)),HelpMessage="Needs description")
+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)")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Player")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Enemy")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="GrapplePoint")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Telekinesis")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Weapon")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Collectable")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Shield")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Position")
+EditProfiles=(Name="WaterBodyCollision",CustomResponses=((Channel="Player",Response=ECR_Overlap),(Channel="Enemy",Response=ECR_Overlap),(Channel="Telekinesis",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Collectable",Response=ECR_Overlap),(Channel="Shield",Response=ECR_Overlap),(Channel="Position",Response=ECR_Overlap)))
-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/NavigationSystem.RecastNavMesh]
RuntimeGeneration=Dynamic
[/Script/AIModule.AISystem]
bEnableDebuggerPlugin=True
[/Script/WaterAdvanced.ShallowWaterSettings]
UseDefaultShallowWaterSubsystem=True
[/Script/Engine.PhysicsSettings]
PhysicsPrediction=(bEnablePhysicsPrediction=False,bEnablePhysicsHistoryCapture=False,MaxSupportedLatencyPrediction=1000.000000,ResimulationSettings=(bEnableResimulationErrorPositionThreshold=True,ResimulationErrorPositionThreshold=10.000000,bEnableResimulationErrorRotationThreshold=True,ResimulationErrorRotationThreshold=4.000000,bEnableResimulationErrorLinearVelocityThreshold=False,ResimulationErrorLinearVelocityThreshold=5.000000,bEnableResimulationErrorAngularVelocityThreshold=False,ResimulationErrorAngularVelocityThreshold=2.000000),PhysicsReplicationLODSettings=(bEnablePhysicsReplicationLOD=False,MinimumBaseDistance=200.000000,BaseDistanceRadiusMultiplier=0.750000,BaseDistancesForResimulationMode=0.250000,BaseDistancesForFullPrediction=0.800000,TimeOverDistance=0.150000))
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
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="Stone")
+PhysicalSurfaces=(Type=SurfaceType2,Name="Grass")
+PhysicalSurfaces=(Type=SurfaceType3,Name="Dirt")
+PhysicalSurfaces=(Type=SurfaceType4,Name="Water")
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=False),MBPOuterBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=False),MBPNumSubdivs=2)
MinDeltaVelocityForHitEvents=0.000000
ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double)
+121
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[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=12BF36D24665732E80ADB69C1E22FDCD
ProjectVersion=0.0.1
ProjectName=Prototype
[StartupActions]
bAddPacks=True
InsertPack=(PackSource="StarterContent.upack",PackName="StarterContent")
[SectionsToSave]
+Section=StartupActions
[/Script/UnrealEd.ProjectPackagingSettings]
Build=IfProjectHasCode
BuildConfiguration=PPBC_Development
BuildTarget=
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="")
WriteBackMetadataToAssetRegistry=Disabled
bWritePluginSizeSummaryJsons=False
bCompressed=True
PackageCompressionFormat=Oodle
bForceUseProjectCompressionFormatIgnoreHardwareOverride=False
PackageAdditionalCompressionOptions=
PackageCompressionMethod=Kraken
PackageCompressionLevel_DebugDevelopment=4
PackageCompressionLevel_TestShipping=4
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=English
-CulturesToStage=en
+CulturesToStage=en
LocalizationTargetCatchAllChunkId=0
bCookAll=False
bCookMapsOnly=True
bTreatWarningsAsErrorsOnCook=False
bSkipEditorContent=False
bSkipMovies=False
-IniKeyDenylist=KeyStorePassword
-IniKeyDenylist=KeyPassword
-IniKeyDenylist=DebugKeyStorePassword
-IniKeyDenylist=DebugKeyPassword
-IniKeyDenylist=rsa.privateexp
-IniKeyDenylist=rsa.modulus
-IniKeyDenylist=rsa.publicexp
-IniKeyDenylist=aes.key
-IniKeyDenylist=SigningPublicExponent
-IniKeyDenylist=SigningModulus
-IniKeyDenylist=SigningPrivateExponent
-IniKeyDenylist=EncryptionKey
-IniKeyDenylist=DevCenterUsername
-IniKeyDenylist=DevCenterPassword
-IniKeyDenylist=IOSTeamID
-IniKeyDenylist=SigningCertificate
-IniKeyDenylist=MobileProvision
-IniKeyDenylist=AppStoreConnectKeyPath
-IniKeyDenylist=AppStoreConnectIssuerID
-IniKeyDenylist=AppStoreConnectKeyID
-IniKeyDenylist=IniKeyDenylist
-IniKeyDenylist=IniSectionDenylist
+IniKeyDenylist=AppStoreConnectKeyPath
+IniKeyDenylist=AppStoreConnectIssuerID
+IniKeyDenylist=AppStoreConnectKeyID
+IniKeyDenylist=KeyStorePassword
+IniKeyDenylist=KeyPassword
+IniKeyDenylist=DebugKeyStorePassword
+IniKeyDenylist=DebugKeyPassword
+IniKeyDenylist=rsa.privateexp
+IniKeyDenylist=rsa.modulus
+IniKeyDenylist=rsa.publicexp
+IniKeyDenylist=aes.key
+IniKeyDenylist=SigningPublicExponent
+IniKeyDenylist=SigningModulus
+IniKeyDenylist=SigningPrivateExponent
+IniKeyDenylist=EncryptionKey
+IniKeyDenylist=DevCenterUsername
+IniKeyDenylist=DevCenterPassword
+IniKeyDenylist=IOSTeamID
+IniKeyDenylist=SigningCertificate
+IniKeyDenylist=MobileProvision
+IniKeyDenylist=IniKeyDenylist
+IniKeyDenylist=IniSectionDenylist
-IniSectionDenylist=HordeStorageServers
-IniSectionDenylist=StorageServers
-IniSectionDenylist=/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings
+IniSectionDenylist=HordeStorageServers
+IniSectionDenylist=StorageServers
+IniSectionDenylist=/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings
+MapsToCook=(FilePath="/Game/Demo")
+DirectoriesToAlwaysCook=(Path="/NNEDenoiser")
bRetainStagedDirectory=False
CustomStageCopyHandler=
+169
View File
@@ -0,0 +1,169 @@
;METADATA=(Diff=true, UseCommands=true)
[/Script/GameplayTags.GameplayTagsSettings]
ImportTagsFromConfig=True
WarnOnInvalidTags=True
ClearInvalidTags=False
AllowEditorTagUnloading=True
AllowGameTagUnloading=False
FastReplication=False
bDynamicReplication=False
InvalidTagCharacters="\"\',"
NumBitsForContainerSize=6
NetIndexFirstBitSegment=16
+GameplayTagRedirects=(OldTagName="Event.AttackStarted",NewTagName="Event.Attack.Started")
+GameplayTagRedirects=(OldTagName="Event.Attack.ComboWindowClose",NewTagName="Event.Attack.ComboWindowEnd")
+GameplayTagRedirects=(OldTagName="Event.Block.Brocked",NewTagName="Event.Block.Brocken")
+GameplayTagList=(Tag="AI.Attack.Light",DevComment="")
+GameplayTagList=(Tag="AI.Attack.NextCombo",DevComment="")
+GameplayTagList=(Tag="AI.Chase",DevComment="")
+GameplayTagList=(Tag="AI.Chase.Positioning",DevComment="")
+GameplayTagList=(Tag="AI.Defence",DevComment="")
+GameplayTagList=(Tag="AI.Idle",DevComment="")
+GameplayTagList=(Tag="AI.NextAttack",DevComment="")
+GameplayTagList=(Tag="AI.Patrol",DevComment="")
+GameplayTagList=(Tag="AI.Positioning",DevComment="")
+GameplayTagList=(Tag="AI.SwitchWeapon.Bow",DevComment="")
+GameplayTagList=(Tag="AI.SwitchWeapon.Fist",DevComment="")
+GameplayTagList=(Tag="AI.SwitchWeapon.Shieald",DevComment="")
+GameplayTagList=(Tag="AI.SwitchWeapon.Sword",DevComment="")
+GameplayTagList=(Tag="AI.TakeWeapon",DevComment="")
+GameplayTagList=(Tag="AI.WantWeapon",DevComment="")
+GameplayTagList=(Tag="AOE.Radial",DevComment="")
+GameplayTagList=(Tag="Boss.Attack.Combo",DevComment="")
+GameplayTagList=(Tag="Boss.Attack.Unblockable",DevComment="")
+GameplayTagList=(Tag="Boss.CanShield",DevComment="")
+GameplayTagList=(Tag="Boss.Cooldown.Unblockable",DevComment="")
+GameplayTagList=(Tag="Boss.Event.GuardEnd",DevComment="")
+GameplayTagList=(Tag="Boss.Guard",DevComment="")
+GameplayTagList=(Tag="Boss.Shield",DevComment="")
+GameplayTagList=(Tag="Combat.BattleHeal",DevComment="")
+GameplayTagList=(Tag="Combat.Gimmick",DevComment="")
+GameplayTagList=(Tag="Combat.Gimmick.1",DevComment="")
+GameplayTagList=(Tag="Combat.Gimmick.2",DevComment="")
+GameplayTagList=(Tag="Combat.Gimmick.3",DevComment="")
+GameplayTagList=(Tag="Combat.Gimmick.4",DevComment="")
+GameplayTagList=(Tag="Combat.Gimmick.5",DevComment="")
+GameplayTagList=(Tag="Combat.Gimmick.6",DevComment="")
+GameplayTagList=(Tag="Combat.Gimmick.7",DevComment="")
+GameplayTagList=(Tag="Combat.Gimmick.8",DevComment="")
+GameplayTagList=(Tag="Combat.Gimmick.9",DevComment="")
+GameplayTagList=(Tag="Combat.Gimmick.10",DevComment="")
+GameplayTagList=(Tag="Combat.Heal",DevComment="")
+GameplayTagList=(Tag="Combat.ManaAdd",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.BreackBlock",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.BreackBlock.Broke",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.Broke",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.Combo",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.Combo.Attack1",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.Combo.Attack2",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.Combo.Attack3",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.Combo.ComboWndow",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.Combo.ComboWndow2",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.HeavyAttack",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.HeavyAttack.1",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.HeavyAttack.2",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.HeavyAttack.3",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.Light",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.Light.1",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.Light.2",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.Light.3",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.Parry",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Attack.Special",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Block",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Evade",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Parry",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.StaggerAttack",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.StaggerAttack.Heavy",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.StaggerAttack.Light",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Taran",DevComment="")
+GameplayTagList=(Tag="Combat.Melee.Tracking",DevComment="")
+GameplayTagList=(Tag="Combat.Range.Attack",DevComment="")
+GameplayTagList=(Tag="Combat.Ranged.Aiming",DevComment="")
+GameplayTagList=(Tag="Cooldown.LightAttack.1",DevComment="")
+GameplayTagList=(Tag="Cooldown.LightAttack.2",DevComment="")
+GameplayTagList=(Tag="Cooldown.LightAttack.3",DevComment="")
+GameplayTagList=(Tag="Damage.BlockBroke",DevComment="")
+GameplayTagList=(Tag="Damage.IgnoreReaction",DevComment="")
+GameplayTagList=(Tag="Damage.Melee",DevComment="")
+GameplayTagList=(Tag="Damage.Taran",DevComment="")
+GameplayTagList=(Tag="Event.Attack.Blocked",DevComment="")
+GameplayTagList=(Tag="Event.Attack.ComboWindowEnd",DevComment="")
+GameplayTagList=(Tag="Event.Attack.ComboWindowOpen",DevComment="")
+GameplayTagList=(Tag="Event.Attack.Left",DevComment="")
+GameplayTagList=(Tag="Event.Attack.Right",DevComment="")
+GameplayTagList=(Tag="Event.Attack.Started",DevComment="")
+GameplayTagList=(Tag="Event.Block.Brocken",DevComment="")
+GameplayTagList=(Tag="Event.Block.End",DevComment="")
+GameplayTagList=(Tag="Event.Block.Reaction",DevComment="")
+GameplayTagList=(Tag="Event.Heal.End",DevComment="")
+GameplayTagList=(Tag="Event.Hit",DevComment="")
+GameplayTagList=(Tag="Event.Knockdown",DevComment="")
+GameplayTagList=(Tag="Event.ManaTake",DevComment="")
+GameplayTagList=(Tag="Event.Overloaded",DevComment="")
+GameplayTagList=(Tag="Event.Parry.End",DevComment="")
+GameplayTagList=(Tag="Event.Range.Started",DevComment="")
+GameplayTagList=(Tag="Event.Ranged.Aiming",DevComment="")
+GameplayTagList=(Tag="Event.Staggered",DevComment="")
+GameplayTagList=(Tag="Event.Stuned",DevComment="")
+GameplayTagList=(Tag="Event.Telekenesis",DevComment="")
+GameplayTagList=(Tag="Force.PowerUp.Hook",DevComment="")
+GameplayTagList=(Tag="Force.PowerUp.Kick",DevComment="")
+GameplayTagList=(Tag="Force.PowerUp.Lighting",DevComment="")
+GameplayTagList=(Tag="Force.PowerUp.Ora",DevComment="")
+GameplayTagList=(Tag="Force.PowerUp.Push",DevComment="")
+GameplayTagList=(Tag="Force.PowerUp.Stomp",DevComment="")
+GameplayTagList=(Tag="Force.PowerUp.Storm",DevComment="")
+GameplayTagList=(Tag="Force.PowerUp.Taran",DevComment="")
+GameplayTagList=(Tag="Force.PowerUp.Tele",DevComment="")
+GameplayTagList=(Tag="Force.PowerUp.Wisdom",DevComment="")
+GameplayTagList=(Tag="Force.StormHook",DevComment="")
+GameplayTagList=(Tag="Force.StormHook.GrapplingAnimation",DevComment="")
+GameplayTagList=(Tag="Force.StormHook.MovingWithGrapple",DevComment="")
+GameplayTagList=(Tag="Force.Telekenesis",DevComment="")
+GameplayTagList=(Tag="GameplayCue.AttackBlockingReaction",DevComment="")
+GameplayTagList=(Tag="GameplayCue.AttackParringReaction",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Brave",DevComment="")
+GameplayTagList=(Tag="GameplayCue.BreakBlockReaction",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Fear",DevComment="")
+GameplayTagList=(Tag="GameplayCue.GameplayCue.AttackParringReaction",DevComment="")
+GameplayTagList=(Tag="GameplayCue.GameplayCue.GameplayCue.MeleeHeavyDamageReaction",DevComment="")
+GameplayTagList=(Tag="GameplayCue.GameplayCue.MeleeHeavyDamageReaction",DevComment="")
+GameplayTagList=(Tag="GameplayCue.KickReaction",DevComment="")
+GameplayTagList=(Tag="GameplayCue.ManaAdd",DevComment="")
+GameplayTagList=(Tag="GameplayCue.MeleeDamageReaction",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Point.Aldorn",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Point.Dectos",DevComment="")
+GameplayTagList=(Tag="GameplayCue.PunchesReaction",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Slowmotion",DevComment="")
+GameplayTagList=(Tag="GameplayCue.SpecialDamage",DevComment="")
+GameplayTagList=(Tag="GameplayCue.StaggerAttackReaction",DevComment="")
+GameplayTagList=(Tag="GameplayCue.StaggerAttackReaction.Heavy",DevComment="")
+GameplayTagList=(Tag="GameplayCue.StaggerAttackReaction.light",DevComment="")
+GameplayTagList=(Tag="GameplayCue.StormDamageReaction",DevComment="")
+GameplayTagList=(Tag="GameplayCue.StormHeavyDamageReaction",DevComment="")
+GameplayTagList=(Tag="GameplayCue.StormHookReaction",DevComment="")
+GameplayTagList=(Tag="GameplayCue.TaranReaction",DevComment="")
+GameplayTagList=(Tag="GameplayCue.Telekenesis",DevComment="")
+GameplayTagList=(Tag="Hand.Rage",DevComment="")
+GameplayTagList=(Tag="Hand.Wisdom",DevComment="")
+GameplayTagList=(Tag="Locomotion.Dodge",DevComment="")
+GameplayTagList=(Tag="Locomotion.Roll",DevComment="")
+GameplayTagList=(Tag="Melee.Damage.Reaction",DevComment="")
+GameplayTagList=(Tag="MeleeHeavyDamageReaction",DevComment="")
+GameplayTagList=(Tag="Status.Attacked",DevComment="")
+GameplayTagList=(Tag="Status.Body.Big",DevComment="")
+GameplayTagList=(Tag="Status.Body.Boss",DevComment="")
+GameplayTagList=(Tag="Status.Body.Small",DevComment="")
+GameplayTagList=(Tag="Status.CanRoll",DevComment="")
+GameplayTagList=(Tag="Status.CanStaggerAttack",DevComment="")
+GameplayTagList=(Tag="Status.CantRegen",DevComment="")
+GameplayTagList=(Tag="Status.Damaged",DevComment="")
+GameplayTagList=(Tag="Status.DamageImmune",DevComment="")
+GameplayTagList=(Tag="Status.Gimmick",DevComment="")
+GameplayTagList=(Tag="Status.Hooked",DevComment="")
+GameplayTagList=(Tag="Status.Knockdowned",DevComment="")
+GameplayTagList=(Tag="Status.Overloaded",DevComment="")
+GameplayTagList=(Tag="Status.Staggered",DevComment="")
+GameplayTagList=(Tag="Status.Stunned",DevComment="")
+473
View File
@@ -0,0 +1,473 @@
[/Script/Engine.InputSettings]
-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
+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="Mouse2D",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))
+AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
bAltEnterTogglesFullscreen=True
bF11TogglesFullscreen=True
bUseMouseForTouch=False
bEnableMouseSmoothing=True
bEnableFOVScaling=True
bCaptureMouseOnLaunch=True
bEnableLegacyInputScales=True
bEnableMotionControls=True
bFilterInputByPlatformUser=False
bEnableInputDeviceSubsystem=True
bShouldFlushPressedKeysOnViewportFocusLost=True
bEnableDynamicComponentInputBinding=True
bAlwaysShowTouchInterface=False
bShowConsoleOnFourFingerTap=True
bEnableGestureRecognizer=False
bUseAutocorrect=False
DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
DefaultViewportMouseLockMode=LockOnCapture
FOVScale=0.011110
DoubleClickTime=0.200000
DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
-ConsoleKeys=Tilde
+ConsoleKeys=Multiply
[/Script/EngineSettings.ConsoleSettings]
MaxScrollbackSize=1024
-ManualAutoCompleteList=(Command="Exit",Desc="Exits the game")
-ManualAutoCompleteList=(Command="DebugCreatePlayer 1",Desc=)
-ManualAutoCompleteList=(Command="ToggleDrawEvents",Desc="Toggles annotations for shader debugging with Pix, Razor or similar GPU capture tools")
-ManualAutoCompleteList=(Command="Shot",Desc="Make a screenshot")
-ManualAutoCompleteList=(Command="RecompileShaders changed",Desc="Recompile shaders that have any changes on their source files")
-ManualAutoCompleteList=(Command="RecompileShaders global",Desc="Recompile global shaders that have any changes on their source files")
-ManualAutoCompleteList=(Command="RecompileShaders material ",Desc="Recompile shaders for a specific material if it's source files have changed")
-ManualAutoCompleteList=(Command="RecompileShaders all",Desc="Recompile all shaders that have any changes on their source files")
-ManualAutoCompleteList=(Command="Debug Crash",Desc="Simulates a game thread crash for debugging")
-ManualAutoCompleteList=(Command="Debug RenderCrash",Desc="Simulates a render thread crash for debugging")
-ManualAutoCompleteList=(Command="DumpMaterialStats",Desc="Dump material information")
-ManualAutoCompleteList=(Command="DumpShaderStats",Desc="Dump shader information")
-ManualAutoCompleteList=(Command="DumpShaderPipelineStats",Desc="Dump shader pipeline information")
-ManualAutoCompleteList=(Command="DumpShaderCompileStats",Desc="Dump shader compilation information")
-ManualAutoCompleteList=(Command="DumpGPU -upload",Desc="Dump the GPU's intermediary resources and upload to network")
-ManualAutoCompleteList=(Command="StartFPSChart",Desc="after that use StopFPSChart")
-ManualAutoCompleteList=(Command="StopFPSChart",Desc="after that look for the output in Saved/Profiling/FPSChartStats")
-ManualAutoCompleteList=(Command="FreezeAt",Desc="Locks the player view and rendering time.")
-ManualAutoCompleteList=(Command="Open",Desc="<MapName> Opens the specified map, doesn't pass previously set options")
-ManualAutoCompleteList=(Command="Travel",Desc="<MapName> Travels to the specified map, passes along previously set options")
-ManualAutoCompleteList=(Command="ServerTravel",Desc="<MapName> Travels to the specified map and brings clients along, passes along previously set options")
-ManualAutoCompleteList=(Command="DisplayAll",Desc="<ClassName> <PropertyName> Display property values for instances of classname")
-ManualAutoCompleteList=(Command="DisplayAllLocation",Desc="<ClassName> Display location for all instances of classname")
-ManualAutoCompleteList=(Command="DisplayAllRotation",Desc="<ClassName> Display rotation for all instances of classname")
-ManualAutoCompleteList=(Command="DisplayClear",Desc="Clears previous DisplayAll entries")
-ManualAutoCompleteList=(Command="FlushPersistentDebugLines",Desc="Clears persistent debug line cache")
-ManualAutoCompleteList=(Command="GetAll ",Desc="<ClassName> <PropertyName> <Name=ObjectInstanceName> <OUTER=ObjectInstanceName> <SHOWDEFAULTS> <SHOWPENDINGKILLS> <DETAILED> Log property values of all instances of classname")
-ManualAutoCompleteList=(Command="GetAllLocation",Desc="<ClassName> Log location for all instances of classname")
-ManualAutoCompleteList=(Command="GetAllRotation",Desc="<ClassName> Log rotation for all instances of classname")
-ManualAutoCompleteList=(Command="Obj List ",Desc="<Class=ClassName> <Type=MetaClass> <Outer=OuterObject> <Package=InsidePackage> <Inside=InsideObject>")
-ManualAutoCompleteList=(Command="Obj ListContentRefs",Desc="<Class=ClassName> <ListClass=ClassName>")
-ManualAutoCompleteList=(Command="Obj Classes",Desc="Shows all classes")
-ManualAutoCompleteList=(Command="Obj Refs",Desc="Name=<ObjectName> [Shortest] [Longest] [All] [External] [Direct] [Full] [Minimal] [GCOnly] [History=<MaxHistoryLevel>] Lists referencers of the specified object")
-ManualAutoCompleteList=(Command="Obj GC",Desc="Runs the UObject Garbage Collector and resets the GC timer.")
-ManualAutoCompleteList=(Command="Obj Dump ",Desc="<ObjectName> [Recurse or Hide/Show=\"category1,...\"] or <Class=ClassName> <Name=ObjectName> [Recurse or Hide/Show=\"category1,...\"] Prints the value of all variables for the specified object")
-ManualAutoCompleteList=(Command="EditActor",Desc="<Class=ClassName> or <Name=ObjectName> or TRACE")
-ManualAutoCompleteList=(Command="EditDefault",Desc="<Class=ClassName>")
-ManualAutoCompleteList=(Command="EditObject",Desc="<Class=ClassName> or <Name=ObjectName> or <ObjectName>")
-ManualAutoCompleteList=(Command="ReloadCfg ",Desc="<Class/ObjectName> Reloads config variables for the specified object/class")
-ManualAutoCompleteList=(Command="ReloadLoc ",Desc="<Class/ObjectName> Reloads localized variables for the specified object/class")
-ManualAutoCompleteList=(Command="Set ",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname")
-ManualAutoCompleteList=(Command="SetNoPEC",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname without Pre/Post Edit Change notifications")
-ManualAutoCompleteList=(Command="Stat FPS",Desc="Shows FPS counter")
-ManualAutoCompleteList=(Command="Stat UNIT",Desc="Shows hardware unit framerate")
-ManualAutoCompleteList=(Command="Stat DrawCount",Desc="Shows draw counts broken down by category")
-ManualAutoCompleteList=(Command="Stat UnitCriticalPath",Desc="Shows thread critical path times")
-ManualAutoCompleteList=(Command="Stat UnitMax",Desc="Shows thread max times ")
-ManualAutoCompleteList=(Command="Stat UnitGraph",Desc="Draws simple unit time graph")
-ManualAutoCompleteList=(Command="Stat NamedEvents",Desc="Stat NamedEvents (Enables named events for external profilers)")
-ManualAutoCompleteList=(Command="Stat VerboseNamedEvents",Desc="Stat VerboseNamedEvents (Enables verbose named events for external profilers)")
-ManualAutoCompleteList=(Command="Stat StartFile",Desc="Stat StartFile (starts a stats capture, creating a new file in the Profiling directory; stop with stat StopFile to close the file)")
-ManualAutoCompleteList=(Command="Stat StopFile",Desc="Stat StopFile (finishes a stats capture started by stat StartFile)")
-ManualAutoCompleteList=(Command="Stat CPULoad",Desc="Stat CPULoad (Shows CPU Utilization)")
-ManualAutoCompleteList=(Command="Stat DUMPHITCHES",Desc="executes dumpstats on hitches - see log")
-ManualAutoCompleteList=(Command="Stat D3D11RHI",Desc="Shows Direct3D 11 stats")
-ManualAutoCompleteList=(Command="Stat LEVELS",Desc="Displays level streaming info")
-ManualAutoCompleteList=(Command="Stat GAME",Desc="Displays game performance stats")
-ManualAutoCompleteList=(Command="Stat MEMORY",Desc="Displays memory stats")
-ManualAutoCompleteList=(Command="Stat PHYSICS",Desc="Displays physics performance stats")
-ManualAutoCompleteList=(Command="Stat STREAMING",Desc="Displays basic texture streaming stats")
-ManualAutoCompleteList=(Command="Stat STREAMINGDETAILS",Desc="Displays detailed texture streaming stats")
-ManualAutoCompleteList=(Command="Stat GPU",Desc="Displays GPU stats for the frame")
-ManualAutoCompleteList=(Command="Stat COLLISION",Desc=)
-ManualAutoCompleteList=(Command="Stat PARTICLES",Desc=)
-ManualAutoCompleteList=(Command="Stat SCRIPT",Desc=)
-ManualAutoCompleteList=(Command="Stat AUDIO",Desc=)
-ManualAutoCompleteList=(Command="Stat ANIM",Desc=)
-ManualAutoCompleteList=(Command="Stat NET",Desc=)
-ManualAutoCompleteList=(Command="Stat LIST",Desc="<Groups/Sets/Group> List groups of stats, saved sets, or specific stats within a specified group")
-ManualAutoCompleteList=(Command="Stat splitscreen",Desc=)
-ManualAutoCompleteList=(Command="MemReport",Desc="Outputs memory stats to a profile file. -Full gives more data, -Log outputs to the log")
-ManualAutoCompleteList=(Command="ListTextures",Desc="[Streaming|NonStreaming|Forced] [-Alphasort] [-csv] Lists all loaded textures and their current memory footprint")
-ManualAutoCompleteList=(Command="ListStreamingTextures",Desc="Lists info for all streaming textures")
-ManualAutoCompleteList=(Command="ListAnims",Desc="Lists info for all animations")
-ManualAutoCompleteList=(Command="ListSkeletalMeshes",Desc="Lists info for all skeletal meshes")
-ManualAutoCompleteList=(Command="ListStaticMeshes",Desc="Lists info for all static meshes")
-ManualAutoCompleteList=(Command="InvestigateTexture",Desc="Shows streaming info about the specified texture")
-ManualAutoCompleteList=(Command="DumpTextureStreamingStats",Desc="Dump current streaming stats (e.g. pool capacity) to the log")
-ManualAutoCompleteList=(Command="RestartLevel",Desc="Restarts the level")
-ManualAutoCompleteList=(Command="Module List",Desc="Lists all known modules")
-ManualAutoCompleteList=(Command="Module Load",Desc="Attempts to load the specified module name")
-ManualAutoCompleteList=(Command="Module Unload",Desc="Unloads the specified module name")
-ManualAutoCompleteList=(Command="Module Reload",Desc="Reloads the specified module name, unloading it first if needed")
-ManualAutoCompleteList=(Command="Module Recompile",Desc="Attempts to recompile a module, first unloading it if needed")
-ManualAutoCompleteList=(Command="HotReload",Desc="<UObject DLL Hot Reload> Attempts to recompile a UObject DLL and reload it on the fly")
-ManualAutoCompleteList=(Command="au.debug.AudioDebugSound",Desc="<filter> Rejects new USoundBase requests where the sound name does not contain the provided filter")
-ManualAutoCompleteList=(Command="au.debug.AudioGetDynamicSoundVolume",Desc="Gets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name")
-ManualAutoCompleteList=(Command="au.debug.AudioMemReport",Desc="Lists info for audio memory")
-ManualAutoCompleteList=(Command="au.debug.AudioMixerDebugSound",Desc="<filter> With new mixer enabled, rejects new USoundBase requests where the sound name does not contain the provided filter")
-ManualAutoCompleteList=(Command="au.debug.AudioResetAllDynamicSoundVolumes",Desc="Resets all dynamic volumes to unity")
-ManualAutoCompleteList=(Command="au.debug.AudioResetDynamicSoundVolume",Desc="Resets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name to unity")
-ManualAutoCompleteList=(Command="au.debug.AudioSetDynamicSoundVolume",Desc="Name=<name> Type=<type> Vol=<vol> Sets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name")
-ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundClass",Desc="<name> [nonexclusive] Solos sounds using this USoundClass. If nonexclusive, existing solos will persist")
-ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundCue",Desc="<name> [nonexclusive] Solos any type of USoundBase. If nonexclusive, existing solos will persist")
-ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundWave",Desc="<name> [nonexclusive] Solos USoundWave. If nonexclusive, existing solos will persist")
-ManualAutoCompleteList=(Command="au.debug.ClearSoloAudio",Desc="Clears solo'ed object")
-ManualAutoCompleteList=(Command="au.debug.DisableLPF",Desc="Disables low-pass filter")
-ManualAutoCompleteList=(Command="au.debug.DisableEQFilter",Desc="Disables EQ")
-ManualAutoCompleteList=(Command="au.debug.DisableRadio",Desc="Disables radio effect")
-ManualAutoCompleteList=(Command="au.debug.DumpSoundInfo",Desc="Dumps sound information to log")
-ManualAutoCompleteList=(Command="au.debug.EnableRadio",Desc="Enables radio effect")
-ManualAutoCompleteList=(Command="au.debug.IsolateDryAudio",Desc="Isolates dry audio")
-ManualAutoCompleteList=(Command="au.debug.IsolateReverb",Desc="Isolates reverb")
-ManualAutoCompleteList=(Command="au.debug.ListAudioComponents",Desc="Dumps a detailed list of all AudioComponent objects")
-ManualAutoCompleteList=(Command="au.debug.ListSoundClasses",Desc="Lists a summary of loaded sound collated by class")
-ManualAutoCompleteList=(Command="au.debug.ListSoundClassVolumes",Desc="Lists all sound class volumes")
-ManualAutoCompleteList=(Command="au.debug.ListSoundDurations",Desc="Lists durations of all active sounds")
-ManualAutoCompleteList=(Command="au.debug.ListWaves",Desc="List the WaveInstances and whether they have a source")
-ManualAutoCompleteList=(Command="au.debug.PlayAllPIEAudio",Desc="Toggls whether or not all devices should play their audio")
-ManualAutoCompleteList=(Command="au.debug.PlaySoundCue",Desc="Plays the given soundcue")
-ManualAutoCompleteList=(Command="au.debug.PlaySoundWave",Desc="<name> Plays the given soundwave")
-ManualAutoCompleteList=(Command="au.debug.ResetSoundState",Desc="Resets volumes to default and removes test filters")
-ManualAutoCompleteList=(Command="au.debug.SetBaseSoundMix",Desc="<MixName> Sets the base sound mix")
-ManualAutoCompleteList=(Command="au.debug.ShowSoundClassHierarchy",Desc="")
-ManualAutoCompleteList=(Command="au.debug.SoloAudio",Desc="Solos the audio device associated with the parent world")
-ManualAutoCompleteList=(Command="au.debug.SoundClassFixup",Desc="Deprecated")
-ManualAutoCompleteList=(Command="au.debug.TestLFEBleed",Desc="Sets LPF to max for all sources")
-ManualAutoCompleteList=(Command="au.debug.TestLPF",Desc="Sets LPF to max for all sources")
-ManualAutoCompleteList=(Command="au.debug.TestStereoBleed",Desc="Test bleeding stereo sounds fully to the rear speakers")
-ManualAutoCompleteList=(Command="au.debug.ToggleHRTFForAll",Desc="Toggles whether or not HRTF spatialization is enabled for all")
-ManualAutoCompleteList=(Command="au.debug.ToggleSpatExt",Desc="Toggles enablement of the Spatial Audio Extension")
-ManualAutoCompleteList=(Command="DisableAllScreenMessages",Desc="Disables all on-screen warnings/messages")
-ManualAutoCompleteList=(Command="EnableAllScreenMessages",Desc="Enables all on-screen warnings/messages")
-ManualAutoCompleteList=(Command="ToggleAllScreenMessages",Desc="Toggles display state of all on-screen warnings/messages")
-ManualAutoCompleteList=(Command="ToggleAsyncCompute",Desc="Toggles AsyncCompute for platforms that have it")
-ManualAutoCompleteList=(Command="ToggleRenderingThread",Desc="Toggles the rendering thread for platforms that have it")
-ManualAutoCompleteList=(Command="CaptureMode",Desc="Toggles display state of all on-screen warnings/messages")
-ManualAutoCompleteList=(Command="ShowDebug None",Desc="Toggles ShowDebug w/ current debug type selection")
-ManualAutoCompleteList=(Command="ShowDebug Reset",Desc="Turns off ShowDebug, and clears debug type selection")
-ManualAutoCompleteList=(Command="ShowDebug NET",Desc=)
-ManualAutoCompleteList=(Command="ShowDebug PHYSICS",Desc=)
-ManualAutoCompleteList=(Command="ShowDebug COLLISION",Desc=)
-ManualAutoCompleteList=(Command="ShowDebug AI",Desc=)
-ManualAutoCompleteList=(Command="ShowDebug CAMERA",Desc=)
-ManualAutoCompleteList=(Command="ShowDebug WEAPON",Desc=)
-ManualAutoCompleteList=(Command="ShowDebug ANIMATION",Desc="Toggles display state of animation debug data")
-ManualAutoCompleteList=(Command="ShowDebug BONES",Desc="Toggles display of skeletalmesh bones")
-ManualAutoCompleteList=(Command="ShowDebug INPUT",Desc="Toggles display of all FKey states on the current Player Controller")
-ManualAutoCompleteList=(Command="ShowDebug FORCEFEEDBACK",Desc="Toggles display of current force feedback values and what is contributing to that calculation")
-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory 3DBONES",Desc="With ShowDebug Bones: Toggles bone rendering between single lines and a more complex 3D model per bone")
-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory SYNCGROUPS",Desc="With ShowDebug Animation: Toggles display of sync group data")
-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory MONTAGES",Desc="With ShowDebug Animation: Toggles display of montage data")
-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory GRAPH",Desc="With ShowDebug Animation: Toggles display of animation blueprint graph")
-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory CURVES",Desc="With ShowDebug Animation: Toggles display of curve data")
-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory NOTIFIES",Desc="With ShowDebug Animation: Toggles display of notify data")
-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLGRAPH",Desc="With ShowDebug Animation: Toggles graph display between active nodes only and all nodes")
-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLBLENDSPACEDISPLAY",Desc="With ShowDebug Animation: Toggles display of sample blend weights on blendspaces")
-ManualAutoCompleteList=(Command="ShowDebugForReticleTargetToggle ",Desc="<DesiredClass> Toggles 'ShowDebug' from showing debug info between reticle target actor (of subclass <DesiredClass>) and camera view target")
-ManualAutoCompleteList=(Command="Stat SoundCues",Desc="Deprecated (Use au.debug.SoundCues): Shows active SoundCues")
-ManualAutoCompleteList=(Command="Stat SoundMixes",Desc="Deprecated (Use au.debug.SoundMixes): Shows active SoundMixes")
-ManualAutoCompleteList=(Command="Stat SoundModulators",Desc="Deprecated (Use au.debug.SoundModulators): Shows modulator debug info as provided by active audio modulation plugin")
-ManualAutoCompleteList=(Command="Stat SoundModulatorsHelp",Desc="Deprecated (Use au.debug.SoundModulatorsHelp):Shows modulator debug help provided by active audio modulation plugin")
-ManualAutoCompleteList=(Command="Stat SoundReverb",Desc="Deprecated (Use au.debug.SoundReverb): Shows active SoundReverb")
-ManualAutoCompleteList=(Command="Stat SoundWaves",Desc="Deprecated (Use au.debug.SoundWaves): Shows active SoundWaves")
-ManualAutoCompleteList=(Command="Stat Sounds",Desc="Deprecated (Use au.debug.Sounds): <?> <sort=class|distance|name|priority|time|volume|waves> <-debug> Shows all active sounds. Displays value sorted by when sort is set")
-ManualAutoCompleteList=(Command="ScriptAudit LongestFunctions",Desc="List functions that contain the most bytecode - optionally include # of entries to list")
-ManualAutoCompleteList=(Command="ScriptAudit FrequentFunctionsCalled",Desc="List functions that are most frequently called from bytecode - optionally include # of entries to list")
-ManualAutoCompleteList=(Command="ScriptAudit FrequentInstructions",Desc="List most frequently used instructions - optionally include # of entries to list")
-ManualAutoCompleteList=(Command="ScriptAudit TotalBytecodeSize",Desc="Gather total size of bytecode in bytes of currently loaded functions")
-ManualAutoCompleteList=(Command="Audio3dVisualize",Desc="Shows locations of sound sources playing (white text) and their left and right channel locations respectively (red and green). Virtualized loops (if enabled) display in blue.")
-ManualAutoCompleteList=(Command="StartMovieCapture",Desc=)
-ManualAutoCompleteList=(Command="StopMovieCapture",Desc=)
-ManualAutoCompleteList=(Command="TraceTag",Desc="Draw traces that use the specified tag")
-ManualAutoCompleteList=(Command="TraceTagAll",Desc="Draw all scene queries regardless of the trace tag")
-ManualAutoCompleteList=(Command="VisLog",Desc="Launches Log Visualizer tool")
-ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time")
-ManualAutoCompleteList=(Command="Log ",Desc="<category> <level> Change verbosity level for a log category")
-ManualAutoCompleteList=(Command="Log list",Desc="<search string> Search for log categories")
-ManualAutoCompleteList=(Command="Log reset",Desc="Undo any changes to log verbosity")
-ManualAutoCompleteList=(Command="RecordAnimation ActorName AnimName",Desc="Record animation for a specified actor to the specified file")
-ManualAutoCompleteList=(Command="StopRecordingAnimation All",Desc="Stop all recording animations")
-ManualAutoCompleteList=(Command="RecordSequence Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=<All|Actor|Class>")
-ManualAutoCompleteList=(Command="StopRecordingSequence",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.")
-ManualAutoCompleteList=(Command="RecordTake Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=<All|Actor|Class>")
-ManualAutoCompleteList=(Command="StopRecordingTake",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.")
-ManualAutoCompleteList=(Command="FreezeRendering",Desc="Toggle freezing of most aspects of rendering (such as visibility calculations), useful in conjunction with ToggleDebugCamera to fly around and see how frustum and occlusion culling is working")
-ManualAutoCompleteList=(Command="ProfileGPU",Desc="Profile one frame of rendering commands sent to the GPU")
-ManualAutoCompleteList=(Command="ProfileGPUHitches",Desc="Toggle profiling of GPU hitches.")
-ManualAutoCompleteList=(Command="DumpGPU",Desc="Dump one frame of rendering intermediary resources to disk.")
-ManualAutoCompleteList=(Command="Automation",Desc="Run an automation command (e.g., Automation RunTests TestName)")
-ManualAutoCompleteList=(Command="CsvProfile Start",Desc="Start CSV profiling.")
-ManualAutoCompleteList=(Command="CsvProfile Stop",Desc="Stop CSV profiling.")
-ManualAutoCompleteList=(Command="NetProfile Enable",Desc="Start network profiling.")
-ManualAutoCompleteList=(Command="NetProfile Disable",Desc="Stop network profiling.")
+ManualAutoCompleteList=(Command="Exit",Desc="Exits the game")
+ManualAutoCompleteList=(Command="DebugCreatePlayer 1",Desc="")
+ManualAutoCompleteList=(Command="ToggleDrawEvents",Desc="Toggles annotations for shader debugging with Pix, Razor or similar GPU capture tools")
+ManualAutoCompleteList=(Command="Shot",Desc="Make a screenshot")
+ManualAutoCompleteList=(Command="RecompileShaders changed",Desc="Recompile shaders that have any changes on their source files")
+ManualAutoCompleteList=(Command="RecompileShaders global",Desc="Recompile global shaders that have any changes on their source files")
+ManualAutoCompleteList=(Command="RecompileShaders material ",Desc="Recompile shaders for a specific material if it\'s source files have changed")
+ManualAutoCompleteList=(Command="RecompileShaders all",Desc="Recompile all shaders that have any changes on their source files")
+ManualAutoCompleteList=(Command="Debug Crash",Desc="Simulates a game thread crash for debugging")
+ManualAutoCompleteList=(Command="Debug RenderCrash",Desc="Simulates a render thread crash for debugging")
+ManualAutoCompleteList=(Command="DumpMaterialStats",Desc="Dump material information")
+ManualAutoCompleteList=(Command="DumpShaderStats",Desc="Dump shader information")
+ManualAutoCompleteList=(Command="DumpShaderPipelineStats",Desc="Dump shader pipeline information")
+ManualAutoCompleteList=(Command="DumpShaderCompileStats",Desc="Dump shader compilation information")
+ManualAutoCompleteList=(Command="DumpGPU -upload",Desc="Dump the GPU\'s intermediary resources and upload to network")
+ManualAutoCompleteList=(Command="StartFPSChart",Desc="after that use StopFPSChart")
+ManualAutoCompleteList=(Command="StopFPSChart",Desc="after that look for the output in Saved/Profiling/FPSChartStats")
+ManualAutoCompleteList=(Command="FreezeAt",Desc="Locks the player view and rendering time.")
+ManualAutoCompleteList=(Command="Open",Desc="<MapName> Opens the specified map, doesn\'t pass previously set options")
+ManualAutoCompleteList=(Command="Travel",Desc="<MapName> Travels to the specified map, passes along previously set options")
+ManualAutoCompleteList=(Command="ServerTravel",Desc="<MapName> Travels to the specified map and brings clients along, passes along previously set options")
+ManualAutoCompleteList=(Command="DisplayAll",Desc="<ClassName> <PropertyName> Display property values for instances of classname")
+ManualAutoCompleteList=(Command="DisplayAllLocation",Desc="<ClassName> Display location for all instances of classname")
+ManualAutoCompleteList=(Command="DisplayAllRotation",Desc="<ClassName> Display rotation for all instances of classname")
+ManualAutoCompleteList=(Command="DisplayClear",Desc="Clears previous DisplayAll entries")
+ManualAutoCompleteList=(Command="FlushPersistentDebugLines",Desc="Clears persistent debug line cache")
+ManualAutoCompleteList=(Command="GetAll ",Desc="<ClassName> <PropertyName> <Name=ObjectInstanceName> <OUTER=ObjectInstanceName> <SHOWDEFAULTS> <SHOWPENDINGKILLS> <DETAILED> Log property values of all instances of classname")
+ManualAutoCompleteList=(Command="GetAllLocation",Desc="<ClassName> Log location for all instances of classname")
+ManualAutoCompleteList=(Command="GetAllRotation",Desc="<ClassName> Log rotation for all instances of classname")
+ManualAutoCompleteList=(Command="Obj List ",Desc="<Class=ClassName> <Type=MetaClass> <Outer=OuterObject> <Package=InsidePackage> <Inside=InsideObject>")
+ManualAutoCompleteList=(Command="Obj ListContentRefs",Desc="<Class=ClassName> <ListClass=ClassName>")
+ManualAutoCompleteList=(Command="Obj Classes",Desc="Shows all classes")
+ManualAutoCompleteList=(Command="Obj Refs",Desc="Name=<ObjectName> [Shortest] [Longest] [All] [External] [Direct] [Full] [Minimal] [GCOnly] [History=<MaxHistoryLevel>] Lists referencers of the specified object")
+ManualAutoCompleteList=(Command="Obj GC",Desc="Runs the UObject Garbage Collector and resets the GC timer.")
+ManualAutoCompleteList=(Command="Obj Dump ",Desc="<ObjectName> [Recurse or Hide/Show=\"category1,...\"] or <Class=ClassName> <Name=ObjectName> [Recurse or Hide/Show=\"category1,...\"] Prints the value of all variables for the specified object")
+ManualAutoCompleteList=(Command="EditActor",Desc="<Class=ClassName> or <Name=ObjectName> or TRACE")
+ManualAutoCompleteList=(Command="EditDefault",Desc="<Class=ClassName>")
+ManualAutoCompleteList=(Command="EditObject",Desc="<Class=ClassName> or <Name=ObjectName> or <ObjectName>")
+ManualAutoCompleteList=(Command="ReloadCfg ",Desc="<Class/ObjectName> Reloads config variables for the specified object/class")
+ManualAutoCompleteList=(Command="ReloadLoc ",Desc="<Class/ObjectName> Reloads localized variables for the specified object/class")
+ManualAutoCompleteList=(Command="Set ",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname")
+ManualAutoCompleteList=(Command="SetNoPEC",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname without Pre/Post Edit Change notifications")
+ManualAutoCompleteList=(Command="Stat FPS",Desc="Shows FPS counter")
+ManualAutoCompleteList=(Command="Stat UNIT",Desc="Shows hardware unit framerate")
+ManualAutoCompleteList=(Command="Stat DrawCount",Desc="Shows draw counts broken down by category")
+ManualAutoCompleteList=(Command="Stat UnitCriticalPath",Desc="Shows thread critical path times")
+ManualAutoCompleteList=(Command="Stat UnitMax",Desc="Shows thread max times ")
+ManualAutoCompleteList=(Command="Stat UnitGraph",Desc="Draws simple unit time graph")
+ManualAutoCompleteList=(Command="Stat NamedEvents",Desc="Stat NamedEvents (Enables named events for external profilers)")
+ManualAutoCompleteList=(Command="Stat VerboseNamedEvents",Desc="Stat VerboseNamedEvents (Enables verbose named events for external profilers)")
+ManualAutoCompleteList=(Command="Stat StartFile",Desc="Stat StartFile (starts a stats capture, creating a new file in the Profiling directory; stop with stat StopFile to close the file)")
+ManualAutoCompleteList=(Command="Stat StopFile",Desc="Stat StopFile (finishes a stats capture started by stat StartFile)")
+ManualAutoCompleteList=(Command="Stat CPULoad",Desc="Stat CPULoad (Shows CPU Utilization)")
+ManualAutoCompleteList=(Command="Stat DUMPHITCHES",Desc="executes dumpstats on hitches - see log")
+ManualAutoCompleteList=(Command="Stat D3D11RHI",Desc="Shows Direct3D 11 stats")
+ManualAutoCompleteList=(Command="Stat LEVELS",Desc="Displays level streaming info")
+ManualAutoCompleteList=(Command="Stat GAME",Desc="Displays game performance stats")
+ManualAutoCompleteList=(Command="Stat MEMORY",Desc="Displays memory stats")
+ManualAutoCompleteList=(Command="Stat PHYSICS",Desc="Displays physics performance stats")
+ManualAutoCompleteList=(Command="Stat STREAMING",Desc="Displays basic texture streaming stats")
+ManualAutoCompleteList=(Command="Stat STREAMINGDETAILS",Desc="Displays detailed texture streaming stats")
+ManualAutoCompleteList=(Command="Stat GPU",Desc="Displays GPU stats for the frame")
+ManualAutoCompleteList=(Command="Stat COLLISION",Desc="")
+ManualAutoCompleteList=(Command="Stat PARTICLES",Desc="")
+ManualAutoCompleteList=(Command="Stat SCRIPT",Desc="")
+ManualAutoCompleteList=(Command="Stat AUDIO",Desc="")
+ManualAutoCompleteList=(Command="Stat ANIM",Desc="")
+ManualAutoCompleteList=(Command="Stat NET",Desc="")
+ManualAutoCompleteList=(Command="Stat LIST",Desc="<Groups/Sets/Group> List groups of stats, saved sets, or specific stats within a specified group")
+ManualAutoCompleteList=(Command="Stat splitscreen",Desc="")
+ManualAutoCompleteList=(Command="MemReport",Desc="Outputs memory stats to a profile file. -Full gives more data, -Log outputs to the log")
+ManualAutoCompleteList=(Command="ListTextures",Desc="[Streaming|NonStreaming|Forced] [-Alphasort] [-csv] Lists all loaded textures and their current memory footprint")
+ManualAutoCompleteList=(Command="ListStreamingTextures",Desc="Lists info for all streaming textures")
+ManualAutoCompleteList=(Command="ListAnims",Desc="Lists info for all animations")
+ManualAutoCompleteList=(Command="ListSkeletalMeshes",Desc="Lists info for all skeletal meshes")
+ManualAutoCompleteList=(Command="ListStaticMeshes",Desc="Lists info for all static meshes")
+ManualAutoCompleteList=(Command="InvestigateTexture",Desc="Shows streaming info about the specified texture")
+ManualAutoCompleteList=(Command="DumpTextureStreamingStats",Desc="Dump current streaming stats (e.g. pool capacity) to the log")
+ManualAutoCompleteList=(Command="RestartLevel",Desc="Restarts the level")
+ManualAutoCompleteList=(Command="Module List",Desc="Lists all known modules")
+ManualAutoCompleteList=(Command="Module Load",Desc="Attempts to load the specified module name")
+ManualAutoCompleteList=(Command="Module Unload",Desc="Unloads the specified module name")
+ManualAutoCompleteList=(Command="Module Reload",Desc="Reloads the specified module name, unloading it first if needed")
+ManualAutoCompleteList=(Command="Module Recompile",Desc="Attempts to recompile a module, first unloading it if needed")
+ManualAutoCompleteList=(Command="HotReload",Desc="<UObject DLL Hot Reload> Attempts to recompile a UObject DLL and reload it on the fly")
+ManualAutoCompleteList=(Command="au.debug.AudioDebugSound",Desc="<filter> Rejects new USoundBase requests where the sound name does not contain the provided filter")
+ManualAutoCompleteList=(Command="au.debug.AudioGetDynamicSoundVolume",Desc="Gets volume for given sound type (\'Class\', \'Cue\' or \'Wave\') with provided name")
+ManualAutoCompleteList=(Command="au.debug.AudioMemReport",Desc="Lists info for audio memory")
+ManualAutoCompleteList=(Command="au.debug.AudioMixerDebugSound",Desc="<filter> With new mixer enabled, rejects new USoundBase requests where the sound name does not contain the provided filter")
+ManualAutoCompleteList=(Command="au.debug.AudioResetAllDynamicSoundVolumes",Desc="Resets all dynamic volumes to unity")
+ManualAutoCompleteList=(Command="au.debug.AudioResetDynamicSoundVolume",Desc="Resets volume for given sound type (\'Class\', \'Cue\' or \'Wave\') with provided name to unity")
+ManualAutoCompleteList=(Command="au.debug.AudioSetDynamicSoundVolume",Desc="Name=<name> Type=<type> Vol=<vol> Sets volume for given sound type (\'Class\', \'Cue\' or \'Wave\') with provided name")
+ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundClass",Desc="<name> [nonexclusive] Solos sounds using this USoundClass. If nonexclusive, existing solos will persist")
+ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundCue",Desc="<name> [nonexclusive] Solos any type of USoundBase. If nonexclusive, existing solos will persist")
+ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundWave",Desc="<name> [nonexclusive] Solos USoundWave. If nonexclusive, existing solos will persist")
+ManualAutoCompleteList=(Command="au.debug.ClearSoloAudio",Desc="Clears solo\'ed object")
+ManualAutoCompleteList=(Command="au.debug.DisableLPF",Desc="Disables low-pass filter")
+ManualAutoCompleteList=(Command="au.debug.DisableEQFilter",Desc="Disables EQ")
+ManualAutoCompleteList=(Command="au.debug.DisableRadio",Desc="Disables radio effect")
+ManualAutoCompleteList=(Command="au.debug.DumpSoundInfo",Desc="Dumps sound information to log")
+ManualAutoCompleteList=(Command="au.debug.EnableRadio",Desc="Enables radio effect")
+ManualAutoCompleteList=(Command="au.debug.IsolateDryAudio",Desc="Isolates dry audio")
+ManualAutoCompleteList=(Command="au.debug.IsolateReverb",Desc="Isolates reverb")
+ManualAutoCompleteList=(Command="au.debug.ListAudioComponents",Desc="Dumps a detailed list of all AudioComponent objects")
+ManualAutoCompleteList=(Command="au.debug.ListSoundClasses",Desc="Lists a summary of loaded sound collated by class")
+ManualAutoCompleteList=(Command="au.debug.ListSoundClassVolumes",Desc="Lists all sound class volumes")
+ManualAutoCompleteList=(Command="au.debug.ListSoundDurations",Desc="Lists durations of all active sounds")
+ManualAutoCompleteList=(Command="au.debug.ListWaves",Desc="List the WaveInstances and whether they have a source")
+ManualAutoCompleteList=(Command="au.debug.PlayAllPIEAudio",Desc="Toggls whether or not all devices should play their audio")
+ManualAutoCompleteList=(Command="au.debug.PlaySoundCue",Desc="Plays the given soundcue")
+ManualAutoCompleteList=(Command="au.debug.PlaySoundWave",Desc="<name> Plays the given soundwave")
+ManualAutoCompleteList=(Command="au.debug.ResetSoundState",Desc="Resets volumes to default and removes test filters")
+ManualAutoCompleteList=(Command="au.debug.SetBaseSoundMix",Desc="<MixName> Sets the base sound mix")
+ManualAutoCompleteList=(Command="au.debug.ShowSoundClassHierarchy",Desc="")
+ManualAutoCompleteList=(Command="au.debug.SoloAudio",Desc="Solos the audio device associated with the parent world")
+ManualAutoCompleteList=(Command="au.debug.SoundClassFixup",Desc="Deprecated")
+ManualAutoCompleteList=(Command="au.debug.TestLFEBleed",Desc="Sets LPF to max for all sources")
+ManualAutoCompleteList=(Command="au.debug.TestLPF",Desc="Sets LPF to max for all sources")
+ManualAutoCompleteList=(Command="au.debug.TestStereoBleed",Desc="Test bleeding stereo sounds fully to the rear speakers")
+ManualAutoCompleteList=(Command="au.debug.ToggleHRTFForAll",Desc="Toggles whether or not HRTF spatialization is enabled for all")
+ManualAutoCompleteList=(Command="au.debug.ToggleSpatExt",Desc="Toggles enablement of the Spatial Audio Extension")
+ManualAutoCompleteList=(Command="DisableAllScreenMessages",Desc="Disables all on-screen warnings/messages")
+ManualAutoCompleteList=(Command="EnableAllScreenMessages",Desc="Enables all on-screen warnings/messages")
+ManualAutoCompleteList=(Command="ToggleAllScreenMessages",Desc="Toggles display state of all on-screen warnings/messages")
+ManualAutoCompleteList=(Command="ToggleAsyncCompute",Desc="Toggles AsyncCompute for platforms that have it")
+ManualAutoCompleteList=(Command="ToggleRenderingThread",Desc="Toggles the rendering thread for platforms that have it")
+ManualAutoCompleteList=(Command="CaptureMode",Desc="Toggles display state of all on-screen warnings/messages")
+ManualAutoCompleteList=(Command="ShowDebug None",Desc="Toggles ShowDebug w/ current debug type selection")
+ManualAutoCompleteList=(Command="ShowDebug Reset",Desc="Turns off ShowDebug, and clears debug type selection")
+ManualAutoCompleteList=(Command="ShowDebug NET",Desc="")
+ManualAutoCompleteList=(Command="ShowDebug PHYSICS",Desc="")
+ManualAutoCompleteList=(Command="ShowDebug COLLISION",Desc="")
+ManualAutoCompleteList=(Command="ShowDebug AI",Desc="")
+ManualAutoCompleteList=(Command="ShowDebug CAMERA",Desc="")
+ManualAutoCompleteList=(Command="ShowDebug WEAPON",Desc="")
+ManualAutoCompleteList=(Command="ShowDebug ANIMATION",Desc="Toggles display state of animation debug data")
+ManualAutoCompleteList=(Command="ShowDebug BONES",Desc="Toggles display of skeletalmesh bones")
+ManualAutoCompleteList=(Command="ShowDebug INPUT",Desc="Toggles display of all FKey states on the current Player Controller")
+ManualAutoCompleteList=(Command="ShowDebug FORCEFEEDBACK",Desc="Toggles display of current force feedback values and what is contributing to that calculation")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory 3DBONES",Desc="With ShowDebug Bones: Toggles bone rendering between single lines and a more complex 3D model per bone")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory SYNCGROUPS",Desc="With ShowDebug Animation: Toggles display of sync group data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory MONTAGES",Desc="With ShowDebug Animation: Toggles display of montage data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory GRAPH",Desc="With ShowDebug Animation: Toggles display of animation blueprint graph")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory CURVES",Desc="With ShowDebug Animation: Toggles display of curve data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory NOTIFIES",Desc="With ShowDebug Animation: Toggles display of notify data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLGRAPH",Desc="With ShowDebug Animation: Toggles graph display between active nodes only and all nodes")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLBLENDSPACEDISPLAY",Desc="With ShowDebug Animation: Toggles display of sample blend weights on blendspaces")
+ManualAutoCompleteList=(Command="ShowDebugForReticleTargetToggle ",Desc="<DesiredClass> Toggles \'ShowDebug\' from showing debug info between reticle target actor (of subclass <DesiredClass>) and camera view target")
+ManualAutoCompleteList=(Command="Stat SoundCues",Desc="Deprecated (Use au.debug.SoundCues): Shows active SoundCues")
+ManualAutoCompleteList=(Command="Stat SoundMixes",Desc="Deprecated (Use au.debug.SoundMixes): Shows active SoundMixes")
+ManualAutoCompleteList=(Command="Stat SoundModulators",Desc="Deprecated (Use au.debug.SoundModulators): Shows modulator debug info as provided by active audio modulation plugin")
+ManualAutoCompleteList=(Command="Stat SoundModulatorsHelp",Desc="Deprecated (Use au.debug.SoundModulatorsHelp):Shows modulator debug help provided by active audio modulation plugin")
+ManualAutoCompleteList=(Command="Stat SoundReverb",Desc="Deprecated (Use au.debug.SoundReverb): Shows active SoundReverb")
+ManualAutoCompleteList=(Command="Stat SoundWaves",Desc="Deprecated (Use au.debug.SoundWaves): Shows active SoundWaves")
+ManualAutoCompleteList=(Command="Stat Sounds",Desc="Deprecated (Use au.debug.Sounds): <?> <sort=class|distance|name|priority|time|volume|waves> <-debug> Shows all active sounds. Displays value sorted by when sort is set")
+ManualAutoCompleteList=(Command="ScriptAudit LongestFunctions",Desc="List functions that contain the most bytecode - optionally include # of entries to list")
+ManualAutoCompleteList=(Command="ScriptAudit FrequentFunctionsCalled",Desc="List functions that are most frequently called from bytecode - optionally include # of entries to list")
+ManualAutoCompleteList=(Command="ScriptAudit FrequentInstructions",Desc="List most frequently used instructions - optionally include # of entries to list")
+ManualAutoCompleteList=(Command="ScriptAudit TotalBytecodeSize",Desc="Gather total size of bytecode in bytes of currently loaded functions")
+ManualAutoCompleteList=(Command="Audio3dVisualize",Desc="Shows locations of sound sources playing (white text) and their left and right channel locations respectively (red and green). Virtualized loops (if enabled) display in blue.")
+ManualAutoCompleteList=(Command="StartMovieCapture",Desc="")
+ManualAutoCompleteList=(Command="StopMovieCapture",Desc="")
+ManualAutoCompleteList=(Command="TraceTag",Desc="Draw traces that use the specified tag")
+ManualAutoCompleteList=(Command="TraceTagAll",Desc="Draw all scene queries regardless of the trace tag")
+ManualAutoCompleteList=(Command="VisLog",Desc="Launches Log Visualizer tool")
+ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time")
+ManualAutoCompleteList=(Command="Log ",Desc="<category> <level> Change verbosity level for a log category")
+ManualAutoCompleteList=(Command="Log list",Desc="<search string> Search for log categories")
+ManualAutoCompleteList=(Command="Log reset",Desc="Undo any changes to log verbosity")
+ManualAutoCompleteList=(Command="RecordAnimation ActorName AnimName",Desc="Record animation for a specified actor to the specified file")
+ManualAutoCompleteList=(Command="StopRecordingAnimation All",Desc="Stop all recording animations")
+ManualAutoCompleteList=(Command="RecordSequence Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=<All|Actor|Class>")
+ManualAutoCompleteList=(Command="StopRecordingSequence",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.")
+ManualAutoCompleteList=(Command="RecordTake Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=<All|Actor|Class>")
+ManualAutoCompleteList=(Command="StopRecordingTake",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.")
+ManualAutoCompleteList=(Command="",Desc="Toggle freezing of most aspects of rendering (such as visibility calculations), useful in conjunction with ToggleDebugCamera to fly around and see how frustum and occlusion culling is working")
+ManualAutoCompleteList=(Command="ProfileGPU",Desc="Profile one frame of rendering commands sent to the GPU")
+ManualAutoCompleteList=(Command="ProfileGPUHitches",Desc="Toggle profiling of GPU hitches.")
+ManualAutoCompleteList=(Command="DumpGPU",Desc="Dump one frame of rendering intermediary resources to disk.")
+ManualAutoCompleteList=(Command="Automation",Desc="Run an automation command (e.g., Automation RunTests TestName)")
+ManualAutoCompleteList=(Command="CsvProfile Start",Desc="Start CSV profiling.")
+ManualAutoCompleteList=(Command="CsvProfile Stop",Desc="Stop CSV profiling.")
+ManualAutoCompleteList=(Command="NetProfile Enable",Desc="Start network profiling.")
+ManualAutoCompleteList=(Command="NetProfile Disable",Desc="Stop network profiling.")
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+ManualAutoCompleteList=(Command="ShowDebug InputSettings",Desc="Displays debug information any user input settings, such as player mappable keys.")
+ManualAutoCompleteList=(Command="ShowDebug DeviceProperty",Desc="Display debug information about currently active Input Device Properties")
+ManualAutoCompleteList=(Command="ShowDebug Devices",Desc="Displays all current Platform Users and their Input Devices.")
+ManualAutoCompleteList=(Command="ShowDebug AbilitySystem",Desc="Toggles debug information about the Gameplay Ability System")
-AutoCompleteMapPaths=Content/Maps
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bOrderTopToBottom=False
bDisplayHelpInAutoComplete=True
InputColor=(B=230,G=230,R=230,A=255)
HistoryColor=(B=180,G=180,R=180,A=255)
AutoCompleteCommandColor=(B=185,G=109,R=144,A=255)
AutoCompleteCVarColor=(B=86,G=158,R=86,A=255)
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