Add migrated content from Valley, ArchVis, and WesterTown

- AncientContent: Megascans rocks, foliage, terrain from Valley of the Ancients
- ArchVis: Architectural visualization assets
- WesterTown: Western desert town environment
- Audio, Blueprints, BroadcastStudio, KiteDemo content
- New room maps and water plane assets
- FAB shopping list for future downloads

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
jamestagg 2026-01-27 19:13:35 -08:00
parent 7f0526de0e
commit 4942a44763
4675 changed files with 15922 additions and 246 deletions

View File

@ -1,27 +1,4 @@
[/Script/UnrealEd.LevelEditorViewportSettings]
bInvertMiddleMousePan=True
bTransparentBoxSelection=True
bUseDistanceScaledCameraSpeed=True
[ContentBrowser]
ContentBrowserTab1.SourcesExpanded=True
;Enabling VR Scouting Widgets
[/Script/VREditor.VRModeSettings]
bEnableAutoVREditMode=False
bAutokeySequences=True
InteractorHand=Right
bShowWorldMovementGrid=False
bShowWorldMovementPostProcess=False
bShowWorldScaleProgressBar=True
UIBrightness=1.500000
GizmoScale=0.800000
DoubleClickTime=0.250000
TriggerPressedThreshold_Vive=0.330000
TriggerPressedThreshold_Rift=0.500000
bScaleWorldWithDynamicPivot=True
bAllowSimultaneousWorldScalingAndRotation=True
[/Script/UnrealEd.EditorPerformanceSettings]
;bShowFrameRateAndMemory=True
bThrottleCPUWhenNotForeground=False
[AllMaps]
+Map=/Game/Maps/Room
+Map=/Game/Maps/RoomNight
+Map=/Game/Maps/RoomNightNoLights

View File

@ -1,210 +1,103 @@
[/Script/HardwareTargeting.HardwareTargetingSettings]
; quality settings
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/Engine.RendererSettings]
; exposure control and tone mapping settings
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.Bloom=False
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
r.DefaultFeature.LocalExposure.HighlightContrastScale=1.0
r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
r.DefaultFeature.LocalExposure.ShadowContrastScale=1.0
r.DefaultFeature.MotionBlur=False
r.SceneRenderTargetResizeMethod=2
;dynamic gi settings
r.LightPropagationVolume=0
; quality settings
r.ReflectionCaptureResolution=2048
r.AllowStaticLighting=True
r.HighResScreenshotDelay=8
r.DefaultBackBufferPixelFormat=4
r.AllowGlobalClipPlane=False
r.GBufferFormat=3
; shader settings
r.PostProcessing.PropagateAlpha=1
r.Deferred.SupportPrimitiveAlphaHoldout=True
r.SupportSkyAtmosphereAffectsHeightFog=True
r.DefaultFeature.LensFlare=False
r.ClearCoatNormal=False
r.NormalMapsForStaticLighting=False
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.SkinCache.CompileShaders=True
r.RayTracing=True
r.RayTracing.RayTracingProxies.ProjectEnabled=True
r.Substrate=True
r.Substrate.ProjectGBufferFormat=0
r.Shadow.Virtual.Enable=1
[URL]
GameName=RealisticRendering
[/Script/EngineSettings.GameMapsSettings]
;defines what level to be loaded by default in the editor and at playback time
GameDefaultMap=/Game/Maps/RalphaWorld.RalphaWorld
EditorStartupMap=/Game/Maps/RalphaWorld.RalphaWorld
[/Script/UnrealEd.UnrealEdEngine]
; Remove Engine Template maps
-TemplateMapInfos=(ThumbnailTexture=Texture2D'/Engine/Maps/Templates/Thumbnails/VR-Basic.VR-Basic',Map="/Engine/Maps/Templates/VR-Basic")
;Allows for Hardware Accelerated Video Decoding
[/Script/WmfMediaFactory.WmfMediaSettings]
AllowNonStandardCodecs=True
HardwareAcceleratedVideoDecoding=True
LowLatency=False
NativeAudioOut=False
;Adds Virtual Scouting Widget for VR Scouting
[/Script/VPUtilitiesEditor.VPUtilitiesEditorSettings]
VirtualScoutingUI=/VirtualProductionUtilities/Editor/VirtualScoutingWidget.VirtualScoutingWidget_C
; Enables WebControl API
WebControl.EnableServerOnStartup=1
;Adds Remote Session for Vcam
[RemoteSession]
+Channels=(Name=FRemoteSessionFrameBufferChannel,Mode=Write)
+Channels=(Name=FRemoteSessionInputChannel,Mode=Read)
+Channels=(Name=FRemoteSessionXRTrackingChannel,Mode=Read)
;Setup for Media Profiles
[/Script/MediaFrameworkUtilities.MediaProfileSettings]
bApplyInCommandlet=False
MediaSourceProxy=/Game/VprodProject/MediaIO/MediaSource-01.MediaSource-01
MediaSourceProxy=/Game/VprodProject/MediaIO/MediaSource-02.MediaSource-02
MediaOutputProxy=/Game/VprodProject/MediaIO/MediaOutput-01.MediaOutput-01
StartupMediaProfile=None
;Setup for Multiuser
[/Script/Concert.ConcertClientConfig]
bIsHeadless=False
bInstallEditorToolbarButton=True
bAutoConnect=False
DefaultServerURL=
DefaultSessionName=
DefaultSessionToRestore=
DefaultSaveSessionAs=
ClientSettings=(DisplayName="",AvatarColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),DesktopAvatarActorClass=/ConcertSyncClient/DesktopPresence.DesktopPresence_C,VRAvatarActorClass=/ConcertSyncClient/VRPresence.VRPresence_C,DiscoveryTimeoutSeconds=5,SessionTickFrequencySeconds=1,LatencyCompensationMs=0.000000,Tags=)
EndpointSettings=(bEnableLogging=False,PurgeProcessedMessageDelaySeconds=30,RemoteEndpointTimeoutSeconds=60)
;Setup for Ndisplay Cluster
[/Script/DisplayClusterEditor.DisplayClusterEditorSettings]
bEnabled=True
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
-D3D12TargetedShaderFormats=PCD3D_SM5
+D3D12TargetedShaderFormats=PCD3D_SM6
-D3D11TargetedShaderFormats=PCD3D_SM5
+D3D11TargetedShaderFormats=PCD3D_SM5
[/Script/LinuxTargetPlatform.LinuxTargetSettings]
-TargetedRHIs=SF_VULKAN_SM5
+TargetedRHIs=SF_VULKAN_SM6
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
bAllowNetworkConnection=True
SecurityToken=0EAFB8DB4B4A6ADEED6F1B96CB3CA966
bIncludeInShipping=False
bAllowExternalStartInShipping=False
bCompileAFSProject=False
bUseCompression=False
bLogFiles=False
bReportStats=False
ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=
GameDefaultMap=/Game/Maps/Room
GameStartupMap=/Game/Maps/Room
EditorStartupMap=/Game/Maps/Room
[SystemSettings]
; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
r.TemporalAA=1
r.SSR=1
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_ME_VprodBP",NewGameName="/Script/Ralpha")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_ME_VprodBP",NewGameName="/Script/Ralpha")
GameSingletonClassName=None
LightingOnlyBrightness=(R=0.300000,G=0.300000,B=0.300000,A=1.000000)
-LightComplexityColors=(R=0,G=0,B=0,A=1)
-LightComplexityColors=(R=0,G=255,B=0,A=1)
-LightComplexityColors=(R=63,G=191,B=0,A=1)
-LightComplexityColors=(R=127,G=127,B=0,A=1)
-LightComplexityColors=(R=191,G=63,B=0,A=1)
-LightComplexityColors=(R=255,G=0,B=0,A=1)
+LightComplexityColors=(B=0,G=0,R=0,A=1)
+LightComplexityColors=(B=0,G=255,R=0,A=1)
+LightComplexityColors=(B=0,G=191,R=63,A=1)
+LightComplexityColors=(B=0,G=127,R=127,A=1)
+LightComplexityColors=(B=0,G=63,R=191,A=1)
+LightComplexityColors=(B=0,G=0,R=255,A=1)
-ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0)
-ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
-ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0)
-ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1.0)
-ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0)
-ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
-ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0)
-ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0)
-ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
+ShaderComplexityColors=(R=0.000000,G=1.000000,B=0.127000,A=1.000000)
+ShaderComplexityColors=(R=0.000000,G=1.000000,B=0.000000,A=1.000000)
+ShaderComplexityColors=(R=0.046000,G=0.520000,B=0.000000,A=1.000000)
+ShaderComplexityColors=(R=0.215000,G=0.215000,B=0.000000,A=1.000000)
+ShaderComplexityColors=(R=0.520000,G=0.046000,B=0.000000,A=1.000000)
+ShaderComplexityColors=(R=0.700000,G=0.000000,B=0.000000,A=1.000000)
+ShaderComplexityColors=(R=1.000000,G=0.000000,B=0.000000,A=1.000000)
+ShaderComplexityColors=(R=1.000000,G=0.000000,B=0.500000,A=1.000000)
+ShaderComplexityColors=(R=1.000000,G=0.900000,B=0.900000,A=1.000000)
-StationaryLightOverlapColors=(R=0.0,G=1.0,B=0.127,A=1.0)
-StationaryLightOverlapColors=(R=0.0,G=1.0,B=0.0,A=1.0)
-StationaryLightOverlapColors=(R=0.046,G=0.52,B=0.0,A=1.0)
-StationaryLightOverlapColors=(R=0.215,G=0.215,B=0.0,A=1.0)
-StationaryLightOverlapColors=(R=0.52,G=0.046,B=0.0,A=1.0)
-StationaryLightOverlapColors=(R=0.7,G=0.0,B=0.0,A=1.0)
-StationaryLightOverlapColors=(R=1.0,G=0.0,B=0.0,A=1.0)
-StationaryLightOverlapColors=(R=1.0,G=0.0,B=0.5,A=1.0)
-StationaryLightOverlapColors=(R=1.0,G=0.9,B=0.9,A=1.0)
+StationaryLightOverlapColors=(R=0.000000,G=1.000000,B=0.127000,A=1.000000)
+StationaryLightOverlapColors=(R=0.000000,G=1.000000,B=0.000000,A=1.000000)
+StationaryLightOverlapColors=(R=0.046000,G=0.520000,B=0.000000,A=1.000000)
+StationaryLightOverlapColors=(R=0.215000,G=0.215000,B=0.000000,A=1.000000)
+StationaryLightOverlapColors=(R=0.520000,G=0.046000,B=0.000000,A=1.000000)
+StationaryLightOverlapColors=(R=0.700000,G=0.000000,B=0.000000,A=1.000000)
+StationaryLightOverlapColors=(R=1.000000,G=0.000000,B=0.000000,A=1.000000)
+StationaryLightOverlapColors=(R=1.000000,G=0.000000,B=0.500000,A=1.000000)
+StationaryLightOverlapColors=(R=1.000000,G=0.900000,B=0.900000,A=1.000000)
LightMapDensityVertexMappedColor=(R=0.650000,G=0.650000,B=0.250000,A=1.000000)
LightMapDensitySelectedColor=(R=1.000000,G=0.200000,B=1.000000,A=1.000000)
-StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.0,Out=(R=255)),(In=30,Out=(R=255,G=255)),(In=45.0,Out=(G=255))))
-StatColorMappings=(StatName="Frametime",ColorMap=((In=1.0,Out=(G=255)),(In=25.0,Out=(G=255)),(In=29.0,Out=(R=255,G=255)),(In=33.0,Out=(R=255))))
-StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.0,Out=(G=255)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.0,Out=(R=255))))
+StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.000000,Out=(B=0,G=0,R=255,A=0)),(In=30.000000,Out=(B=0,G=255,R=255,A=0)),(In=45.000000,Out=(B=0,G=255,R=0,A=0))),DisableBlend=False)
+StatColorMappings=(StatName="Frametime",ColorMap=((In=1.000000,Out=(B=0,G=255,R=0,A=0)),(In=25.000000,Out=(B=0,G=255,R=0,A=0)),(In=29.000000,Out=(B=0,G=255,R=255,A=0)),(In=33.000000,Out=(B=0,G=0,R=255,A=0))),DisableBlend=False)
+StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.000000,Out=(B=0,G=255,R=0,A=0)),(In=1.000000,Out=(B=0,G=255,R=0,A=0)),(In=2.500000,Out=(B=0,G=255,R=255,A=0)),(In=5.000000,Out=(B=0,G=0,R=255,A=0)),(In=10.000000,Out=(B=0,G=0,R=255,A=0))),DisableBlend=False)
NearClipPlane=2.000000
bEnableEditorPSysRealtimeLOD=False
bSmoothFrameRate=False
MeshLODRange=0.000000
PhysicErrorCorrection=(LinearDeltaThresholdSq=5.000000,LinearInterpAlpha=0.200000,LinearRecipFixTime=1.000000,AngularDeltaThreshold=0.628319,AngularInterpAlpha=0.100000,AngularRecipFixTime=1.000000,BodySpeedThresholdSq=0.200000)
DefaultSelectedMaterialColor=(R=0.840000,G=0.920000,B=0.020000,A=1.000000)
bSuppressMapWarnings=False
bCookSeparateSharedMPGameContent=False
bDisableAILogging=False
bEnableVisualLogRecordingOnStart=0
[/Script/Engine.RendererSettings]
r.MobileHDR=True
r.AllowOcclusionQueries=False
r.MinScreenRadiusForLights=0.030000
r.MinScreenRadiusForDepthPrepass=0.030000
r.PrecomputedVisibilityWarning=False
r.TextureStreaming=True
Compat.UseDXT5NormalMaps=False
r.AllowStaticLighting=True
r.Shadow.DistanceFieldPenumbraSize=0.050000
r.TessellationAdaptivePixelsPerTriangle=48.000000
r.SeparateTranslucency=False
r.CustomDepth=1
r.EarlyZPass=3
r.EarlyZPassMovable=False
r.ClearSceneMethod=1
r.MSAA.CompositingSampleCount=4
r.WireframeCullThreshold=5.000000
[/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="WorldDynamic",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)")
-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")

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@ -1,14 +1,3 @@
[/Script/EngineSettings.GeneralProjectSettings]
bUseBorderlessWindow=True
ProjectID=331D31E00D4FF07D2E5630986DDD9978
ProjectName=Ralpha
CompanyName=Valis
[/Script/MediaFrameworkUtilities.MediaProfileSettings]
bApplyInCommandlet=False
+MediaSourceProxy=/Game/VprodProject/MediaIO/MediaSource-01.MediaSource-01
+MediaSourceProxy=/Game/VprodProject/MediaIO/MediaSource-02.MediaSource-02
+MediaOutputProxy=/Game/VprodProject/MediaIO/MediaOutput-01.MediaOutput-01
StartupMediaProfile=None
ProjectID=(A=-2011270876,B=1182903154,C=-965786730,D=-1399474095)
ProjectName=Realistic Rendering Demolet

View File

@ -1,4 +1,25 @@
[/Script/Engine.InputSettings]
bAlwaysShowTouchInterface=True
DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
+AxisMappings=(AxisName="MoveForward", Key=W, Scale=1.f)
+AxisMappings=(AxisName="MoveForward", Key=S, Scale=-1.f)
+AxisMappings=(AxisName="MoveForward", Key=Up, Scale=1.f)
+AxisMappings=(AxisName="MoveForward", Key=Down, Scale=-1.f)
+AxisMappings=(AxisName="MoveForward", Key=Gamepad_LeftY, Scale=1.f)
+AxisMappings=(AxisName="MoveRight", Key=A, Scale=-1.f)
+AxisMappings=(AxisName="MoveRight", Key=D, Scale=1.f)
+AxisMappings=(AxisName="MoveRight", Key=Gamepad_LeftX, Scale=1.f)
+AxisMappings=(AxisName="MoveUp", Key=Gamepad_LeftThumbstick, Scale=1.f)
+AxisMappings=(AxisName="MoveUp", Key=Gamepad_RightThumbstick, Scale=-1.f)
+AxisMappings=(AxisName="MoveUp", Key=Gamepad_FaceButton_Bottom, Scale=1.f)
+AxisMappings=(AxisName="MoveUp", Key=LeftControl, Scale=-1.f)
+AxisMappings=(AxisName="MoveUp", Key=SpaceBar, Scale=1.f)
+AxisMappings=(AxisName="MoveUp", Key=C, Scale=-1.f)
+AxisMappings=(AxisName="Turn", Key=Gamepad_RightX, Scale=1.f)
+AxisMappings=(AxisName="Turn", Key=MouseX, Scale=1.f)
+AxisMappings=(AxisName="Turn", Key=Left, Scale=-1.f)
+AxisMappings=(AxisName="Turn", Key=Right, Scale=1.f)
+AxisMappings=(AxisName="LookUp", Key=Gamepad_RightY, Scale=1.f)
+AxisMappings=(AxisName="LookUp", Key=MouseY, Scale=-1.f)

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