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; Config file for config variables tied to general engine features

[CoreUObject.UninitializedScriptStructMembersCheck]
EngineModuleReflectedUninitializedPropertyVerbosity=Error
ProjectModuleReflectedUninitializedPropertyVerbosity=Error
ObjectReferenceReflectedUninitializedPropertyVerbosity=Error

[DistillSettings]
+FilesToAlwaysDistill="Audio/*"
+FilesToAlwaysDistill="Effects/*"
+FilesToAlwaysDistill="Characters/*"
+FilesToAlwaysDistill="Legal/*"
+FilesToAlwaysDistill="Tools/*"
+FilesToAlwaysDistill="UI/*"
+FilesToAlwaysDistill="Weapons/*"
+FilesToAlwaysDistill="Editor/*"

[CoreRedirects]

[/Script/Engine.Engine]
DurationOfErrorsAndWarningsOnHUD=3.0
GameEngine=/Script/LyraGame.LyraGameEngine
UnrealEdEngine=/Script/LyraEditor.LyraEditorEngine
EditorEngine=/Script/LyraEditor.LyraEditorEngine
GameViewportClientClassName=/Script/LyraGame.LyraGameViewportClient
AssetManagerClassName=/Script/LyraGame.LyraAssetManager
WorldSettingsClassName=/Script/LyraGame.LyraWorldSettings
LocalPlayerClassName=/Script/LyraGame.LyraLocalPlayer
GameUserSettingsClassName=/Script/LyraGame.LyraSettingsLocal
NearClipPlane=3.000000

[/Script/BuildSettings.BuildSettings]
DefaultGameTarget=LyraGame

;Iris - begin Iris Configuration for LyraGame

[/Script/IrisCore.ReplicationStateDescriptorConfig]
+SupportsStructNetSerializerList=(StructName=LyraGameplayAbilityTargetData_SingleTargetHit)

[/Script/IrisCore.ObjectReplicationBridgeConfig]
; Filters
DefaultSpatialFilterName=Spatial
; Clear all filters
!FilterConfigs=ClearArray
+FilterConfigs=(ClassName=/Script/Engine.LevelScriptActor, DynamicFilterName=NotRouted) ; Not needed
+FilterConfigs=(ClassName=/Script/Engine.Actor, DynamicFilterName=None))

; Info types aren't supposed to have physical representation
+FilterConfigs=(ClassName=/Script/Engine.Info, DynamicFilterName=None)
+FilterConfigs=(ClassName=/Script/Engine.PlayerState, DynamicFilterName=None)
; Pawns can be spatially filtered
+FilterConfigs=(ClassName=/Script/Engine.Pawn, DynamicFilterName=Spatial))
+FilterConfigs=(ClassName=/Script/EntityActor.SimObject, DynamicFilterName=None))

;Iris - end

[PacketHandlerComponents]
; Enable this entry when testing the encrypted network traffic flow (Lyra.TestEncryption)
;EncryptionComponent=AESGCMHandlerComponent
;EncryptionComponent=DTLSHandlerComponent

[Kismet]
ScriptStackOnWarnings=true

[/Script/EngineSettings.GameMapsSettings]
GlobalDefaultGameMode=/Game/B_LyraGameMode.B_LyraGameMode_C
GameInstanceClass=/Game/B_LyraGameInstance.B_LyraGameInstance_C
GameDefaultMap=/Game/System/FrontEnd/Maps/L_LyraFrontEnd.L_LyraFrontEnd
EditorStartupMap=/Game/System/DefaultEditorMap/L_DefaultEditorOverview.L_DefaultEditorOverview
;TransitionMap=/Game/System/TransitionMap.TransitionMap ; Enable a real seamless travel transition map if needed to delay loading

[/Script/Hotfix.OnlineHotfixManager]
HotfixManagerClassName=/Script/LyraGame.LyraHotfixManager

[/Script/Engine.GarbageCollectionSettings]
gc.GarbageEliminationEnabled=False

[Core.Log]
; This can be used to change the default log level for engine logs to help with debugging
;LogEOSSDK=VeryVerbose
;LogEOSShared=VeryVerbose
;LogHandshake=VeryVerbose
LogHotfixManager=Log

[/Script/Engine.Player]
; These numbers should match TotalNetBandwidth
ConfiguredInternetSpeed=200000
ConfiguredLanSpeed=200000

[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=200000
MaxInternetClientRate=200000

[OnlineServices]
DefaultServices=Null

[/Script/Engine.AutomationTestSettings]
+MapsToPIETest=/Game/System/DefaultEditorMap/L_DefaultEditorOverview.L_DefaultEditorOverview
+MapsToPIETest=/Game/System/FrontEnd/Maps/L_LyraFrontEnd.L_LyraFrontEnd
+MapsToPIETest=/ShooterMaps/Maps/L_Expanse.L_Expanse

[/Script/Engine.RendererSettings]
r.SkinCache.CompileShaders=True
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.VirtualTextures=True
r.VirtualTexturedLightmaps=False
r.SupportMaterialLayers=True
r.GPUSkin.Support16BitBoneIndex=True
r.CustomDepth=3
r.GenerateMeshDistanceFields=True
r.AllowStaticLighting=False
r.ClearCoatNormal=True
r.Shadow.Virtual.Enable=1
r.AntiAliasingMethod=4
r.DefaultFeature.MotionBlur=True
r.SupportSkyAtmosphereAffectsHeightFog=True
r.ReflectionMethod=1
r.DynamicGlobalIlluminationMethod=1
r.NumBufferedOcclusionQueries=2
r.InstanceCulling.OcclusionCull=0
r.Lumen.TranslucencyReflections.Enable=1
r.ReflectionCaptureResolution=256
r.RayTracing=True
r.Lumen.HardwareRayTracing=True
r.RayTracing.Shadows=False
r.RayTracing.Skylight=False
r.GPUScene.ParallelUpdate=1
r.GPUSkin.Support16BitBoneIndex=True
r.GPUSkin.UnlimitedBoneInfluences=True
r.SkinCache.DefaultBehavior=0
r.Mobile.EnableStaticAndCSMShadowReceivers=False
r.Mobile.FloatPrecisionMode=2
r.Mobile.AllowDistanceFieldShadows=False
r.Mobile.DisableVertexFog=True
r.Mobile.AmbientOcclusion=False
r.MeshStreaming=True

r.RayTracing.Geometry.NiagaraMeshes=0
r.RayTracing.Geometry.NiagaraRibbons=0
r.RayTracing.Geometry.NiagaraSprites=0

[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum

[ConsoleVariables]
net.MaxRPCPerNetUpdate=10
net.PingExcludeFrameTime=1
net.AllowAsyncLoading=1
net.DelayUnmappedRPCs=1
net.AllowPIESeamlessTravel=1
a.EnableQueuedAnimEventsOnServer=1
gpad.DefaultLeftStickInnerDeadZone=0.24
gpad.DefaultRightStickInnerDeadZone=0.27
demo.RecordHz=60.0
demo.RecordHzWhenNotRelevant=10.0
tick.AllowBatchedTicks=1
ini.UseNewDynamicLayers=1

[/Script/MacTargetPlatform.XcodeProjectSettings]
bUseModernXcode=true
bUseSwiftUIMain=false

[SystemSettings]
net.SubObjects.DefaultUseSubObjectReplicationList=1

[/Script/Engine.CollisionProfile]
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.")
+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")
+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)")
+Profiles=(Name="LyraPawnMesh",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Lyra_TraceChannel_Weapon_Multi",Response=ECR_Overlap),(Channel="Lyra_TraceChannel_Weapon")),HelpMessage="Collision with a Lyra character mesh")
+Profiles=(Name="LyraPawnCapsule",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Lyra_TraceChannel_Weapon_Capsule"),(Channel="Lyra_TraceChannel_Weapon_Multi",Response=ECR_Overlap)),HelpMessage="Collision with a Lyra character capsule")
+Profiles=(Name="Interactable_OverlapDynamic",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Lyra_TraceChannel_Interaction",Response=ECR_Overlap),(Channel="Lyra_TraceChannel_Weapon_Multi",Response=ECR_Ignore)),HelpMessage="")
+Profiles=(Name="Interactable_BlockDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Lyra_TraceChannel_Interaction",Response=ECR_Overlap)),HelpMessage="")
+Profiles=(Name="AimAssist_OverlapDynamic",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Lyra_TraceChannel_AimAssist",Response=ECR_Overlap)),HelpMessage="")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Lyra_TraceChannel_Interaction")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Lyra_TraceChannel_Weapon")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Lyra_TraceChannel_Weapon_Capsule")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Lyra_TraceChannel_Weapon_Multi")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Lyra_TraceChannel_AimAssist")
+EditProfiles=(Name="BlockAll",CustomResponses=((Channel="Lyra_TraceChannel_Interaction"),(Channel="Lyra_TraceChannel_Weapon"),(Channel="Lyra_TraceChannel_Weapon_Capsule"),(Channel="Lyra_TraceChannel_Weapon_Multi")))
+EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="Lyra_TraceChannel_Interaction"),(Channel="Lyra_TraceChannel_Weapon"),(Channel="Lyra_TraceChannel_Weapon_Capsule"),(Channel="Lyra_TraceChannel_Weapon_Multi")))
+EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="Lyra_TraceChannel_Interaction"),(Channel="Lyra_TraceChannel_Weapon"),(Channel="Lyra_TraceChannel_Weapon_Capsule"),(Channel="Lyra_TraceChannel_Weapon_Multi")))
+EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="Lyra_TraceChannel_Interaction"),(Channel="Lyra_TraceChannel_Weapon"),(Channel="Lyra_TraceChannel_Weapon_Capsule"),(Channel="Lyra_TraceChannel_Weapon_Multi")))
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")

[/Script/Engine.UserInterfaceSettings]
RenderFocusRule=Never
HardwareCursors=()
SoftwareCursors=((Default, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(TextEditBeam, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(ResizeLeftRight, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(ResizeUpDown, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(ResizeSouthEast, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(ResizeSouthWest, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(CardinalCross, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(Crosshairs, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(Hand, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(GrabHand, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(GrabHandClosed, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(SlashedCircle, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(EyeDropper, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"))
ApplicationScale=1.000000
UIScaleRule=ScaleToFit
CustomScalingRuleClass=None
UIScaleCurve=(EditorCurveData=(Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=0.666000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000)),DefaultValue=340282346638528859811704183484516925440.000000,PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant),ExternalCurve=None)
bAllowHighDPIInGameMode=False
DesignScreenSize=(X=1920,Y=1080)
bLoadWidgetsOnDedicatedServer=True

[/Script/Engine.AudioSettings]
DefaultSoundClassName=/Game/Audio/Classes/Overall.Overall
DefaultMediaSoundClassName=/Game/Audio/Classes/RenderedCinematics.RenderedCinematics
DefaultSoundConcurrencyName=/Game/Audio/Concurrency/SCon_Default.SCon_Default
DefaultBaseSoundMix=None
VoiPSoundClass=/Game/Audio/Classes/VoiceChat.VoiceChat
MasterSubmix=/Game/Audio/Submixes/MainSubmix.MainSubmix
BaseDefaultSubmix=None
ReverbSubmix=/Engine/EngineSounds/Submixes/MasterReverbSubmixDefault.MasterReverbSubmixDefault
EQSubmix=/Engine/EngineSounds/Submixes/MasterEQSubmixDefault.MasterEQSubmixDefault
VoiPSampleRate=Low16000Hz
MaximumConcurrentStreams=2
GlobalMinPitchScale=0.250000
GlobalMaxPitchScale=4.000000
+QualityLevels=(DisplayName=NSLOCTEXT("AudioSettings", "DefaultSettingsName", "Default"),MaxChannels=64)
bAllowPlayWhenSilent=True
bDisableMasterEQ=True
bAllowCenterChannel3DPanning=False
NumStoppingSources=8
PanningMethod=EqualPower
MonoChannelUpmixMethod=EqualPower
DialogueFilenameFormat="{DialogueGuid}_{ContextId}"

[/Script/LuminRuntimeSettings.LuminRuntimeSettings]
IconModelPath=(Path="")
IconPortalPath=(Path="")

[/Script/Engine.TextureEncodingProjectSettings]
bFinalUsesRDO=True
bSharedLinearTextureEncoding=True

[EnumRemap]
; Entries can be added to this section of DefaultEngine.ini to remap metadata for engine enums to game-specific display values
TEXTUREGROUP_Project01.DisplayName="UI With MIPs"

[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
bPackageDataInsideApk=True
bSupportsVulkan=True
bEnableMulticastSupport=True
bSaveSymbols=True

[/Script/Engine.EditorStreamingSettings]
s.ZenLoaderEnabled=True

[/Script/Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV

[/Script/SignificanceManager.SignificanceManager]
SignificanceManagerClassName=/Script/LyraGame.LyraSignificanceManager

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
-D3D12TargetedShaderFormats=PCD3D_SM5
+D3D12TargetedShaderFormats=PCD3D_SM6
-D3D11TargetedShaderFormats=PCD3D_SM5
+D3D11TargetedShaderFormats=PCD3D_SM5
+VulkanTargetedShaderFormats=SF_VULKAN_SM6
Compiler=Default
AudioSampleRate=48000
AudioCallbackBufferFrameSize=256
AudioNumBuffersToEnqueue=7
AudioMaxChannels=0
AudioNumSourceWorkers=4
SpatializationPlugin=Simple ITD
SourceDataOverridePlugin=
ReverbPlugin=Built-in Reverb
OcclusionPlugin=Built-in Occlusion
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/Engine.PhysicsSettings]
PhysicErrorCorrection=(PingExtrapolation=0.100000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000)
DefaultDegreesOfFreedom=Full3D
bSuppressFaceRemapTable=False
bSupportUVFromHitResults=False
bDisableActiveActors=False
bDisableKinematicStaticPairs=False
bDisableKinematicKinematicPairs=False
bDisableCCD=False
bEnableEnhancedDeterminism=False
AnimPhysicsMinDeltaTime=0.000000
bSimulateAnimPhysicsAfterReset=False
MinPhysicsDeltaTime=0.000000
MaxPhysicsDeltaTime=0.033333
bSubstepping=False
bSubsteppingAsync=False
bTickPhysicsAsync=False
AsyncFixedTimeStepSize=0.033333
MaxSubstepDeltaTime=0.016667
MaxSubsteps=6
SyncSceneSmoothingFactor=0.000000
InitialAverageFrameRate=0.016667
PhysXTreeRebuildRate=10
+PhysicalSurfaces=(Type=SurfaceType1,Name="Character")
+PhysicalSurfaces=(Type=SurfaceType2,Name="Concrete")
+PhysicalSurfaces=(Type=SurfaceType3,Name="Glass")
DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,bUseMBPOuterBounds=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPOuterBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2)
MinDeltaVelocityForHitEvents=0.000000
ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double)

[ForwardShadingQuality_SF_VULKAN_SM5_ANDROID ShaderPlatformQualitySettings]
QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bForceDisablePreintegratedGF=False,bDisableMaterialNormalCalculation=False,MobileShadowQuality=PCF_3x3)
QualityOverrides[1]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bForceDisablePreintegratedGF=False,bDisableMaterialNormalCalculation=False,MobileShadowQuality=PCF_3x3)
QualityOverrides[2]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bForceDisablePreintegratedGF=False,bDisableMaterialNormalCalculation=False,MobileShadowQuality=PCF_3x3)
QualityOverrides[3]=(bDiscardQualityDuringCook=False,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bForceDisablePreintegratedGF=False,bDisableMaterialNormalCalculation=False,MobileShadowQuality=PCF_3x3)

[Internationalization]
+LocalizationPaths=%GAMEDIR%Content/Localization/EngineOverrides

[CrashReportClient]
bAgreeToCrashUpload=true

[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
bAllowNetworkConnection=True
SecurityToken=1E34FAD14FB6811576827AA0EEB85D69
bIncludeInShipping=False
bAllowExternalStartInShipping=False
bCompileAFSProject=False
bUseCompression=False
bLogFiles=False
bReportStats=False
ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=

[/Script/LinuxTargetPlatform.LinuxTargetSettings]
SpatializationPlugin=
SourceDataOverridePlugin=
ReverbPlugin=
OcclusionPlugin=
SoundCueCookQualityIndex=-1
-TargetedRHIs=SF_VULKAN_SM5
+TargetedRHIs=SF_VULKAN_SM6

[/Script/CommonUser.CommonSessionSubsystem]
; This tells it to use player hosted lobbies, if you want to use sessions instead which may be required for dedicated server hosting set it to false
bUseLobbiesDefault=true
bUseLobbiesVoiceChatDefault=true

[/Script/AutomationController.AutomationControllerSettings]
bSuppressLogWarnings=true
bElevateLogWarningsToErrors=false
+Groups=(Name="Project", Filters=((Contains="Project.", MatchFromStart=true, Exclude=((Contains="Project.Maps.Cycle", MatchFromStart=true)))))

[AutomationTestExcludelist]
+ExcludeTest=(Map="",Test="Project.Maps.Cycle",Reason="Disabling as this test will warn about an active GameplayCue that is tied to the player. The test finishes before the player can fully spawn into the map.",RHIs=(),Warn=False)

[/Script/OnlineSubsystemUtils.PartyBeaconHost]
bIsValidationStrRequired = false

[CsvProfiler]
+EnabledCategories=LyraPerformance

[/Script/AutomatedPerfTesting.AutomatedReplayPerfTestProjectSettings]
+ReplaysToTest=(FilePath="Build/Replays/LyraSample.replay")
CSVOutputMode=Separate