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Author SHA1 Message Date
jamestagg 56aa6b5335 Add AncientContent assets
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-28 01:38:50 -08:00
jamestagg 4942a44763 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>
2026-01-27 19:13:35 -08:00
jamestagg 7f0526de0e Move UE project to repo root for standard structure
- Move Ralpha.uproject to root
- Move Config/, Content/, Plugins/ to root
- Fixes Epic Launcher project detection

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-27 15:12:56 -08:00
jamestagg b6786cf173 Restructure project and expand RalphaData content
- Remove legacy UE5 config files and project scaffolding
- Add new Ralpha directory structure
- Add new recipes: bedroom, cafe, dining, gym, home office, kitchen, outdoor, portrait studio, retail
- Add post-processing presets and scene presets
- Add catalogue, HDRIs, LUTs, and metahumans data
- Update generate_catalogue script and existing recipes
- Add asset sourcing checklist

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-27 13:36:50 -08:00
jamestagg ad72081760 Add droplet sync and startup scripts
- droplet-sync.sh: Syncs assets from LFS repo on boot
- ralpha-ue5.service: Systemd service for auto-start
- droplet-setup-ue5-project.sh: One-time setup script

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-20 17:27:30 -08:00
jamestagg 22cac6b96b Add kitchen sink structure with catalogue, recipes, and presets
Structure:
- RalphaData/catalogue/ - Machine-readable asset index with JSON schema
- RalphaData/recipes/ - Scene composition templates (living room, office, portrait)
- RalphaData/presets/ - Lighting, post-processing, camera presets
- RalphaData/scripts/ - Catalogue generation tooling
- Content/Ralpha/Assets/ - Folder structure for all asset categories

Key files:
- catalogue.schema.json - Asset metadata schema with tags, bounds, licensing
- recipe.schema.json - Scene composition schema with placement modes
- generate_catalogue.py - Asset indexing script
- LICENSE_POLICY.md - Asset provenance requirements

Updated .gitattributes to keep RalphaData in regular git (not LFS)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-20 15:34:14 -08:00
jamestagg cd3dd56f26 Add emissive material support and ocean/landscape commands
New MCP commands:
- set_actor_emissive_material: Apply glowing materials for sun, lights, screens
- spawn_ocean: Create WaterBodyOcean actor (requires Water plugin)
- set_ocean_waves: Configure Gerstner wave parameters
- create_landscape: Add minimal landscape for Water plugin support

Improvements:
- SceneCapture2D now renders atmosphere with correct ShowFlags
- DirectionalLight configured as atmosphere sun (SetAtmosphereSunLight)
- Added Water and Landscape module dependencies

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 23:20:47 -06:00
jamestagg a568b60783 Add material assignment commands for runtime material control
- Add set_actor_material command to apply existing materials to actors
- Add set_actor_simple_material command to create dynamic materials
  with customizable base color, metallic, and roughness properties
- Enables water-like reflective surfaces without pre-made assets

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 21:06:04 -06:00
jamestagg 0a9ce7b371 Add setup_scene command for automated scene setup
The setup_scene command creates all required actors for rendering control:
- PostProcessVolume (unbound, with auto-exposure override)
- DirectionalLight (sun)
- SkyLight
- ExponentialHeightFog
- CineCameraActor

This allows full AI control without manual UE5 setup.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 17:22:39 -06:00
jamestagg bc15fac02e Auto-start MCP server + editor config updates 2026-01-14 17:09:00 -06:00
19525 changed files with 679046 additions and 2253 deletions

45
.gitattributes vendored
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@ -1,19 +1,30 @@
# UE5 LFS tracking
# Git LFS for Unreal Engine assets
# Large binary files stored in LFS
# Unreal binary assets
# Unreal Engine binary assets
*.uasset filter=lfs diff=lfs merge=lfs -text
*.umap filter=lfs diff=lfs merge=lfs -text
*.ubulk filter=lfs diff=lfs merge=lfs -text
*.uexp filter=lfs diff=lfs merge=lfs -text
# Textures
# Compiled shaders and DDC
*.ush filter=lfs diff=lfs merge=lfs -text
*.ushaderbytecode filter=lfs diff=lfs merge=lfs -text
# Textures (source files if imported)
*.png filter=lfs diff=lfs merge=lfs -text
*.jpg filter=lfs diff=lfs merge=lfs -text
*.jpeg filter=lfs diff=lfs merge=lfs -text
*.tga filter=lfs diff=lfs merge=lfs -text
*.bmp filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.exr filter=lfs diff=lfs merge=lfs -text
*.hdr filter=lfs diff=lfs merge=lfs -text
# 3D formats
*.fbx filter=lfs diff=lfs merge=lfs -text
*.obj filter=lfs diff=lfs merge=lfs -text
*.gltf filter=lfs diff=lfs merge=lfs -text
*.glb filter=lfs diff=lfs merge=lfs -text
# Audio
*.wav filter=lfs diff=lfs merge=lfs -text
*.mp3 filter=lfs diff=lfs merge=lfs -text
@ -22,20 +33,12 @@
# Video
*.mp4 filter=lfs diff=lfs merge=lfs -text
*.mov filter=lfs diff=lfs merge=lfs -text
*.avi filter=lfs diff=lfs merge=lfs -text
# 3D formats
*.fbx filter=lfs diff=lfs merge=lfs -text
*.obj filter=lfs diff=lfs merge=lfs -text
*.gltf filter=lfs diff=lfs merge=lfs -text
*.glb filter=lfs diff=lfs merge=lfs -text
*.abc filter=lfs diff=lfs merge=lfs -text
# Fonts
*.ttf filter=lfs diff=lfs merge=lfs -text
*.otf filter=lfs diff=lfs merge=lfs -text
# Compiled/binary
*.dll filter=lfs diff=lfs merge=lfs -text
*.so filter=lfs diff=lfs merge=lfs -text
*.dylib filter=lfs diff=lfs merge=lfs -text
# Keep these in regular git (small text files)
RalphaData/** !filter !diff !merge text
*.json text
*.md text
*.py text
*.txt text
*.uplugin text
*.uproject text

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.gitignore vendored
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@ -1,42 +1,26 @@
# UE5 Project .gitignore
# Build artifacts (rebuilt locally)
# Unreal Engine generated files
Binaries/
Intermediate/
DerivedDataCache/
Intermediate/
Saved/
Build/
# Saved data (user-specific, logs, autosaves)
Saved/
# Plugin binaries (rebuilt per machine)
Plugins/**/Binaries/
Plugins/**/Intermediate/
# Visual Studio
# IDE
.idea/
.vs/
.vscode/
*.sln
*.suo
*.sdf
*.VC.db
*.VC.opendb
*.user
# JetBrains Rider
.idea/
# VS Code
.vscode/
# macOS
# OS
.DS_Store
*.DS_Store
# Windows
Thumbs.db
Desktop.ini
# Cooked content (generated)
**/Cooked/
# Temp files
*.log
*.tmp
*~
# Starter content (if using)
**/StarterContent/
# Crashpad
CrashReportClient/

295
ASSET_SOURCING_CHECKLIST.md Normal file
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# Asset Sourcing Checklist
## Quick Links
| Source | URL | Account Needed |
|--------|-----|----------------|
| Poly Haven | https://polyhaven.com | No |
| Quixel/Fab | https://www.fab.com | Epic Games |
| Sketchfab | https://sketchfab.com | Yes (free) |
| Mixamo | https://www.mixamo.com | Adobe |
| MetaHuman Creator | https://metahuman.unrealengine.com | Epic Games |
| UE Marketplace | https://www.unrealengine.com/marketplace | Epic Games |
---
## 1. HDRIs (18 needed)
**Source: Poly Haven** (https://polyhaven.com/hdris) - All CC0, Free
### Studio HDRIs
- [ ] `HDRI_Studio_Softbox` - Search: "studio" or "photo studio"
- https://polyhaven.com/a/studio_small_03
- https://polyhaven.com/a/photo_studio_loft_hall
- [ ] `HDRI_Studio_Hard` - Search: "studio" hard lighting
- https://polyhaven.com/a/studio_small_08
- [ ] `HDRI_Studio_Natural` - Search: "studio" window light
- https://polyhaven.com/a/studio_small_09
- [ ] `HDRI_Studio_Gradient` - Search: "gradient"
- https://polyhaven.com/a/studio_small_06
### Outdoor HDRIs
- [ ] `HDRI_Sky_ClearDay` - Search: "blue sky" "clear"
- https://polyhaven.com/a/kloofendal_43d_clear_puresky
- https://polyhaven.com/a/meadow_at_noon
- [ ] `HDRI_Sky_Overcast` - Search: "overcast" "cloudy"
- https://polyhaven.com/a/kloofendal_overcast_puresky
- [ ] `HDRI_Sky_Sunset` - Search: "sunset" "golden hour"
- https://polyhaven.com/a/sunset_fairway
- https://polyhaven.com/a/golden_bay
- [ ] `HDRI_Sky_Night` - Search: "night" "stars"
- https://polyhaven.com/a/moonlit_golf
- https://polyhaven.com/a/starry_night
- [ ] `HDRI_Forest` - Search: "forest"
- https://polyhaven.com/a/forest_slope
- https://polyhaven.com/a/autumn_forest_04
- [ ] `HDRI_Beach` - Search: "beach" "coast"
- https://polyhaven.com/a/cape_hill
- https://polyhaven.com/a/the_sky_is_on_fire
- [ ] `HDRI_Mountain` - Search: "mountain" "alpine"
- https://polyhaven.com/a/table_mountain_1_puresky
- https://polyhaven.com/a/alps_field
- [ ] `HDRI_Desert` - Search: "desert"
- https://polyhaven.com/a/goegap
- https://polyhaven.com/a/desert_highway
### Urban HDRIs
- [ ] `HDRI_City_Day` - Search: "city" "urban"
- https://polyhaven.com/a/potsdamer_platz
- https://polyhaven.com/a/shanghai_bund
- [ ] `HDRI_City_Night` - Search: "city night"
- https://polyhaven.com/a/modern_buildings_night
- [ ] `HDRI_Street` - Search: "street"
- https://polyhaven.com/a/urban_street_01
- [ ] `HDRI_Parking` - Search: "parking" "garage"
- https://polyhaven.com/a/parking_garage
- [ ] `HDRI_Interior_Office` - Search: "office" "interior"
- https://polyhaven.com/a/small_empty_room_1
- [ ] `HDRI_Interior_Home` - Search: "interior" "room"
- https://polyhaven.com/a/brown_photostudio_02
**Download Settings:** 8K resolution, HDR format
---
## 2. LUTs (32 needed)
**Source: Multiple free LUT packs**
### Free LUT Sources
- [ ] **Lutify.me Free Pack** - https://lutify.me/free-luts/
- [ ] **RocketStock 35 Free LUTs** - https://www.rocketstock.com/free-after-effects-templates/35-free-luts-for-color-grading-videos/
- [ ] **PremiumBeat 17 Free LUTs** - https://www.premiumbeat.com/blog/free-luts-color-grading/
- [ ] **Indie Film Hustle LUTs** - https://indiefilmhustle.com/free-luts/
- [ ] **Ground Control Color LUTs** - https://groundcontrolcolor.com/pages/free-luts
### Alternative: Create in DaVinci Resolve
Can export .cube files directly from color grades
---
## 3. Furniture & Props (65+ needed)
**Source: Fab.com (formerly Quixel/UE Marketplace)**
### Free Collections on Fab
- [ ] **Megascans Furniture** - https://www.fab.com/search?q=furniture&price=free
- [ ] **Interior Props** - https://www.fab.com/search?q=interior+props&price=free
- [ ] **Office Furniture** - https://www.fab.com/search?q=office&price=free
### Specific Asset Searches
- [ ] Sofas/Couches - https://www.fab.com/search?q=sofa&price=free
- [ ] Chairs - https://www.fab.com/search?q=chair&price=free
- [ ] Tables - https://www.fab.com/search?q=table&price=free
- [ ] Beds - https://www.fab.com/search?q=bed&price=free
- [ ] Storage/Shelves - https://www.fab.com/search?q=shelf&price=free
### Sketchfab (CC0/CC-BY)
- [ ] https://sketchfab.com/search?features=downloadable&licenses=322a749bcfa841b29dff1571a69a2f8c&q=furniture&type=models
- [ ] https://sketchfab.com/search?features=downloadable&licenses=322a749bcfa841b29dff1571a69a2f8c&q=chair&type=models
---
## 4. Vehicles (40 needed)
**Source: Fab.com + Sketchfab**
### Fab.com Free Vehicles
- [ ] https://www.fab.com/search?q=car&price=free
- [ ] https://www.fab.com/search?q=vehicle&price=free
- [ ] https://www.fab.com/search?q=motorcycle&price=free
### Sketchfab CC0 Vehicles
- [ ] Cars - https://sketchfab.com/search?features=downloadable&licenses=322a749bcfa841b29dff1571a69a2f8c&q=car&type=models
- [ ] Motorcycles - https://sketchfab.com/search?features=downloadable&licenses=322a749bcfa841b29dff1571a69a2f8c&q=motorcycle&type=models
- [ ] Bicycles - https://sketchfab.com/search?features=downloadable&licenses=322a749bcfa841b29dff1571a69a2f8c&q=bicycle&type=models
- [ ] Aircraft - https://sketchfab.com/search?features=downloadable&licenses=322a749bcfa841b29dff1571a69a2f8c&q=airplane&type=models
- [ ] Boats - https://sketchfab.com/search?features=downloadable&licenses=322a749bcfa841b29dff1571a69a2f8c&q=boat&type=models
---
## 5. Nature & Foliage (30 needed)
**Source: Megascans via Fab.com** (Free with UE)
### Trees
- [ ] https://www.fab.com/search?q=tree&price=free
- [ ] https://www.fab.com/search?q=pine+tree&price=free
- [ ] https://www.fab.com/search?q=palm+tree&price=free
- [ ] https://www.fab.com/search?q=oak+tree&price=free
### Plants & Foliage
- [ ] https://www.fab.com/search?q=plant&price=free
- [ ] https://www.fab.com/search?q=bush&price=free
- [ ] https://www.fab.com/search?q=grass&price=free
- [ ] https://www.fab.com/search?q=flower&price=free
### Rocks & Terrain
- [ ] https://www.fab.com/search?q=rock&price=free
- [ ] https://www.fab.com/search?q=boulder&price=free
- [ ] https://www.fab.com/search?q=cliff&price=free
---
## 6. Urban Props (21 needed)
**Source: Fab.com + Sketchfab**
- [ ] Street lights - https://www.fab.com/search?q=street+light&price=free
- [ ] Traffic lights - https://www.fab.com/search?q=traffic+light&price=free
- [ ] Benches - https://www.fab.com/search?q=bench&price=free
- [ ] Fire hydrant - https://www.fab.com/search?q=fire+hydrant&price=free
- [ ] Trash cans - https://www.fab.com/search?q=trash+can&price=free
- [ ] Signs - https://www.fab.com/search?q=street+sign&price=free
- [ ] Barriers - https://www.fab.com/search?q=barrier&price=free
---
## 7. Architecture Elements (25 needed)
**Source: Megascans + Fab.com**
- [ ] Walls - https://www.fab.com/search?q=wall+modular&price=free
- [ ] Floors - https://www.fab.com/search?q=floor&price=free
- [ ] Doors - https://www.fab.com/search?q=door&price=free
- [ ] Windows - https://www.fab.com/search?q=window&price=free
- [ ] Stairs - https://www.fab.com/search?q=stairs&price=free
- [ ] Fences - https://www.fab.com/search?q=fence&price=free
---
## 8. MetaHumans (20 needed)
**Source: MetaHuman Creator** (https://metahuman.unrealengine.com)
### Characters to Create
| ID | Gender | Age | Ethnicity |
|----|--------|-----|-----------|
| MH_M_20_Caucasian | Male | 20s | Caucasian |
| MH_M_35_Caucasian | Male | 30s | Caucasian |
| MH_M_50_Caucasian | Male | 50s | Caucasian |
| MH_M_25_African | Male | 20s | African |
| MH_M_40_African | Male | 40s | African |
| MH_M_30_Asian | Male | 30s | East Asian |
| MH_M_45_Asian | Male | 40s | East Asian |
| MH_M_25_Hispanic | Male | 20s | Hispanic |
| MH_M_35_SouthAsian | Male | 30s | South Asian |
| MH_M_60_Mixed | Male | 60s | Mixed |
| MH_F_20_Caucasian | Female | 20s | Caucasian |
| MH_F_35_Caucasian | Female | 30s | Caucasian |
| MH_F_50_Caucasian | Female | 50s | Caucasian |
| MH_F_25_African | Female | 20s | African |
| MH_F_40_African | Female | 40s | African |
| MH_F_30_Asian | Female | 30s | East Asian |
| MH_F_45_Asian | Female | 40s | East Asian |
| MH_F_25_Hispanic | Female | 20s | Hispanic |
| MH_F_35_SouthAsian | Female | 30s | South Asian |
| MH_F_60_Mixed | Female | 60s | Mixed |
---
## 9. Animations (32 needed)
**Source: Mixamo** (https://www.mixamo.com)
### Idle Animations
- [ ] Standing Idle - search "idle"
- [ ] Sitting Idle - search "sitting idle"
- [ ] Leaning - search "leaning"
### Pose Animations
- [ ] T-Pose
- [ ] A-Pose
- [ ] Various standing poses
### Action Animations
- [ ] Walking - search "walking"
- [ ] Running - search "running"
- [ ] Sitting down - search "sit down"
- [ ] Standing up - search "stand up"
- [ ] Waving - search "wave"
- [ ] Nodding - search "nod"
- [ ] Shrugging - search "shrug"
### Interaction Animations
- [ ] Typing - search "typing"
- [ ] Phone use - search "phone"
- [ ] Drinking - search "drink"
- [ ] Talking gestures - search "talking"
- [ ] Pointing - search "point"
- [ ] Handshake - search "handshake"
- [ ] Clapping - search "clap"
**Export Settings:** FBX, Without Skin (for retargeting to MetaHuman)
---
## 10. Tools, Sports, Animals (42 needed)
### Tools (Sketchfab CC0)
- [ ] https://sketchfab.com/search?features=downloadable&licenses=322a749bcfa841b29dff1571a69a2f8c&q=hammer&type=models
- [ ] https://sketchfab.com/search?features=downloadable&licenses=322a749bcfa841b29dff1571a69a2f8c&q=screwdriver&type=models
- [ ] https://sketchfab.com/search?features=downloadable&licenses=322a749bcfa841b29dff1571a69a2f8c&q=drill&type=models
### Sports Equipment
- [ ] https://sketchfab.com/search?features=downloadable&licenses=322a749bcfa841b29dff1571a69a2f8c&q=basketball&type=models
- [ ] https://sketchfab.com/search?features=downloadable&licenses=322a749bcfa841b29dff1571a69a2f8c&q=soccer+ball&type=models
- [ ] https://sketchfab.com/search?features=downloadable&licenses=322a749bcfa841b29dff1571a69a2f8c&q=tennis&type=models
### Animals (Fab.com)
- [ ] https://www.fab.com/search?q=dog&price=free
- [ ] https://www.fab.com/search?q=cat&price=free
- [ ] https://www.fab.com/search?q=bird&price=free
---
## Download Priority Order
1. **HDRIs from Poly Haven** - Fastest, no account needed, direct download
2. **LUTs** - Download free packs
3. **Megascans/Fab assets** - Requires Epic account, bulk download via Bridge
4. **Mixamo animations** - Requires Adobe account
5. **Sketchfab models** - Requires account for downloads
6. **MetaHumans** - Create in browser, export to UE
---
## Account Requirements
| Service | Account Type | Cost |
|---------|--------------|------|
| Poly Haven | None needed | Free |
| Fab.com | Epic Games | Free |
| Sketchfab | Free account | Free |
| Mixamo | Adobe ID | Free |
| MetaHuman Creator | Epic Games | Free |
---
## Notes
- All Poly Haven assets are CC0 (public domain)
- Megascans are free for Unreal Engine projects
- Sketchfab CC0 license = no attribution required
- Mixamo animations need retargeting for MetaHuman skeleton
- Export MetaHumans at "Medium" quality to balance size/quality

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@ -1,10 +1,4 @@
[/Script/UnrealEd.EditorPerformanceSettings]
bMonitorEditorPerformance=True
[/Script/UnrealEd.CrashReporterSettings]
bHideLogFilesOption=False
bHideRestartOption=False
[ContentBrowser]
ShowEngineContent=False
ShowPluginContent=True
[AllMaps]
+Map=/Game/Maps/Room
+Map=/Game/Maps/RoomNight
+Map=/Game/Maps/RoomNightNoLights

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@ -0,0 +1,17 @@
[/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

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@ -1,29 +1,103 @@
[URL]
GameName=RealisticRendering
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/Maps/Main
GameDefaultMap=/Game/Maps/Main
GameDefaultMap=/Game/Maps/Room
GameStartupMap=/Game/Maps/Room
EditorStartupMap=/Game/Maps/Room
[/Script/Engine.RendererSettings]
r.DefaultFeature.AutoExposure=True
r.DefaultFeature.MotionBlur=True
r.DefaultFeature.Bloom=True
r.DefaultFeature.AmbientOcclusion=True
r.DefaultFeature.AmbientOcclusionStaticFraction=True
r.Lumen.DiffuseIndirect.Allow=True
r.Lumen.Reflections.Allow=True
r.RayTracing=True
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
[SystemSettings]
; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
r.TemporalAA=1
r.SSR=1
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/Ralpha")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",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
[URL]
GameName=Ralpha
[/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.GarbageCollectionSettings]
gc.MaxObjectsNotConsideredByGC=1
[ConsoleVariables]
r.Lumen.ScreenProbeGather.FullResolutionJitterWidth=1

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@ -1,8 +1,3 @@
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=Ralpha2026
ProjectName=Ralpha
CompanyName=Ralpha
CopyrightNotice=Copyright Ralpha Team
Description=AI-driven style transfer for infinite world generation
bStartInVR=False
bStartInAR=False
ProjectID=(A=-2011270876,B=1182903154,C=-965786730,D=-1399474095)
ProjectName=Realistic Rendering Demolet

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@ -1,13 +1,25 @@
[/Script/Engine.InputSettings]
-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Sensitivity=1.f,Exponent=1.f,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Sensitivity=1.f,Exponent=1.f,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Sensitivity=1.f,Exponent=1.f,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Sensitivity=1.f,Exponent=1.f,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
bCaptureMouseOnLaunch=True
DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
bDefaultViewportMouseLock=False
DefaultViewportMouseLockMode=DoNotLock
+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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@ -0,0 +1,22 @@
; These are tweaked defaults for various lightmass solver and export settings
; Artist oriented lightmass settings are in the editor UI
; Documentation for all of these is in UnrealLightmass / Public / SceneExport.h
; This ini is reloaded every time a lighting build begins, no need to restart
; Warning: overwriting this file with an old version will cause the editor to crash. This file must be in sync with the editor executable.
; Instead, create a DefaultLightmass.ini in your project and override just the values you need, then the overrides will continue to work on version upgrades.
; https://docs.unrealengine.com/latest/INT/Programming/Basics/ConfigurationFiles/
;
; For example, in your project's Config/DefaultLightmass.ini:
; [DevOptions.PrecomputedDynamicObjectLighting]
; SurfaceLightSampleSpacing=400
[DevOptions.StaticLightingSettings]
bCompressLightmaps=False
NumIndirectLightingBounces=5
NumSkyLightingBounces=5
IndirectLightingSmoothness=0.9
IndirectLightingQuality=2.0
[DevOptions.StaticLightingSceneConstants]
StaticLightingLevelScale=0.5

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@ -0,0 +1,13 @@
[/Script/VPUtilitiesEditor.VPUtilitiesEditorSettings]
VirtualScoutingUI=/VirtualProductionUtilities/Editor/VirtualScoutingWidget.VirtualScoutingWidget_C
FlightSpeed=0.500000
GripNavSpeed=0.250000
bUseMetric=False
bUseTransformGizmo=False
bUseGripInertiaDamping=True
InertiaDamping=0.950000
bIsHelperSystemEnabled=True
ScoutingSubsystemEdititorUtilityActorClassPath=/VirtualProductionUtilities/VirtualProductionHelpers.VirtualProductionHelpers_C

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@ -0,0 +1,6 @@
[/Script/Engine.Engine]
GameEngine=/Script/DisplayCluster.DisplayClusterGameEngine
UnrealEdEngine=/Script/DisplayClusterEditor.DisplayClusterEditorEngine
GameViewportClientClassName=/Script/DisplayCluster.DisplayClusterViewportClient

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