content: maps + catalogue + metahumans/materials + benchmark refs; gitignore run-artifacts
Real asset-repo content changes. Excludes 461MB output/ videos + *.bak/*.codex-backup (now gitignored). CesiumForUnreal left fully intact.
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@ -24,3 +24,8 @@ Thumbs.db
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# Crashpad
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# Crashpad
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CrashReportClient/
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CrashReportClient/
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# Run artifacts / rendered videos / backups — keep out of asset history
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output/
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*.bak
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*.codex-backup-*
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@ -2,4 +2,4 @@
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bAutoloadCheckedOutPackages=True
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bAutoloadCheckedOutPackages=True
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[SourceControl.SourceControlSettings]
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[SourceControl.SourceControlSettings]
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Provider=Perforce
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Provider=None
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@ -110,6 +110,10 @@ r.RayTracing=True
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r.Lumen.HardwareRayTracing=True
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r.Lumen.HardwareRayTracing=True
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r.Lumen.HardwareRayTracing.LightingMode=2
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r.Lumen.HardwareRayTracing.LightingMode=2
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r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=True
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r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=True
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r.GPUSkin.Support16BitBoneIndex=True
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r.GPUSkin.UnlimitedBoneInfluences=True
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r.SkinCache.DefaultBehavior=0
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SkeletalMesh.UseExperimentalChunking=1
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[/Script/Engine.CollisionProfile]
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[/Script/Engine.CollisionProfile]
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+Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)))
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+Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)))
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@ -128,3 +132,29 @@ ConnectionType=USBOnly
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bUseManualIPAddress=False
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bUseManualIPAddress=False
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ManualIPAddress=
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ManualIPAddress=
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; ── Runtime navigation (added for PIE walking) ──────────────────────────
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; UE5.7 RecastNavMesh lives in the NavigationSystem module, NOT Engine —
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; [/Script/Engine.RecastNavMesh-Default] is the UE4 path and is silently
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; ignored in 5.7. Engine default RuntimeGeneration=Static means the navmesh
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; never rebuilds as actors stream into a PIE/runtime world; Dynamic is what
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; lets a freshly-built open-data city become walkable in PIE.
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[/Script/NavigationSystem.NavigationSystemV1]
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bAutoCreateNavigationData=True
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bSpawnNavDataInNavBoundsLevel=True
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bAllowClientSideNavigation=True
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bShouldDiscardSubLevelNavData=False
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+SupportedAgents=(Name="Default",NavDataConfigClass="/Script/NavigationSystem.RecastNavMesh",AgentRadius=35.000000,AgentHeight=144.000000,AgentStepHeight=35.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData="/Script/NavigationSystem.RecastNavMesh")
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[/Script/NavigationSystem.RecastNavMesh-Default]
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RuntimeGeneration=Dynamic
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bRebuildAtRuntimeEnabled=True
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AgentRadius=35.000000
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AgentHeight=144.000000
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AgentMaxStepHeight=35.000000
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AgentMaxSlope=44.000000
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TileSizeUU=1000.000000
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CellSize=19.000000
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CellHeight=10.000000
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MergeRegionSize=400.000000
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MinRegionArea=0.000000
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MaxSimplificationError=1.300000
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Content/Cathedral/Materials/MI_Floor_Pattern_Big_Circles.uasset (Stored with Git LFS)
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Content/Cathedral/Materials/MI_Floor_Pattern_Big_Circles.uasset (Stored with Git LFS)
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Content/Cathedral/Materials/MI_Floor_Pattern_Big_Radius.uasset (Stored with Git LFS)
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Content/Cathedral/Materials/MI_Floor_Pattern_Big_Radius.uasset (Stored with Git LFS)
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Content/Cathedral/Materials/MI_Floor_Pattern_Little_Squares.uasset (Stored with Git LFS)
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Content/Cathedral/Materials/MI_Floor_Pattern_Little_Squares.uasset (Stored with Git LFS)
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Content/Cathedral/Materials/MI_Floor_Pattern_Middle_Squares.uasset (Stored with Git LFS)
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Content/Cathedral/Materials/MI_Floor_Pattern_Middle_Squares.uasset (Stored with Git LFS)
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Content/Cathedral/Meshes/SM_Corner_Top_Window_Wall_Side.uasset (Stored with Git LFS)
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Content/Cathedral/Meshes/SM_Corner_Top_Window_Wall_Side.uasset (Stored with Git LFS)
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