Initial Commit
This commit is contained in:
commit
e436bae6f2
138
Config/DefaultEngine.ini
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138
Config/DefaultEngine.ini
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Game/Maps/Mainmap.Mainmap
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EditorStartupMap=/Game/Maps/Mainmap.Mainmap
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[/Script/HardwareTargeting.HardwareTargetingSettings]
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TargetedHardwareClass=Desktop
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AppliedTargetedHardwareClass=Desktop
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DefaultGraphicsPerformance=Maximum
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AppliedDefaultGraphicsPerformance=Maximum
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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[/Script/Engine.RendererSettings]
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r.GenerateMeshDistanceFields=True
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r.DynamicGlobalIlluminationMethod=1
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r.ReflectionMethod=1
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r.Shadow.Virtual.Enable=1
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[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
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CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'
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[/Script/Engine.Engine]
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+ActiveGameNameRedirects=(OldGameName="TP_BlankBP",NewGameName="/Script/Warden")
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+ActiveGameNameRedirects=(OldGameName="/Script/TP_BlankBP",NewGameName="/Script/Warden")
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=True
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bAllowNetworkConnection=True
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SecurityToken=33A9C2FF4FE497A35B51D6B1E5FB015E
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bIncludeInShipping=False
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bAllowExternalStartInShipping=False
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bCompileAFSProject=False
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bUseCompression=False
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bLogFiles=False
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bReportStats=False
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ConnectionType=USBOnly
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bUseManualIPAddress=False
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ManualIPAddress=
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[/Script/UnrealEd.CookerSettings]
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bCookOnTheFlyForLaunchOn=False
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[/Script/Engine.CollisionProfile]
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-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
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-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)
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-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)
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-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)
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-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)
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-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)
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-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)
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-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)
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-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)
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-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)
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-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
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-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
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-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
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-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
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-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)
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-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)
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-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)
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-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)
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+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
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+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. ")
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+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",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. ")
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+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. ")
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+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",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. ")
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+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.")
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+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
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+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. ")
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+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((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)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
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+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
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+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
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+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
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+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
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+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
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+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(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.")
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+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.")
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+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.")
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+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",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. ")
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+Profiles=(Name="IgnoreNPC",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Widgets"),(Channel="Volto",Response=ECR_Overlap),(Channel="NPC",Response=ECR_Overlap)),HelpMessage="Needs description")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Widgets")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Volto")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="NPC")
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-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
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-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
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+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
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+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
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+ProfileRedirects=(OldName="Ignorevolto",NewName="IgnoreNPC")
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-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
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-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
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-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
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-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
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+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
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+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
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+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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+CollisionChannelRedirects=(OldName="Volto",NewName="NPC")
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+CollisionChannelRedirects=(OldName="NPC",NewName="Volto")
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[/Script/NavigationSystem.RecastNavMesh]
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RuntimeGeneration=Dynamic
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TileSizeUU=544.000000
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CellSize=8.000000
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CellHeight=1.000000
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AgentRadius=10.000000
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AgentHeight=5.000000
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AgentMaxStepHeight=35.000000
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MergeRegionSize=100.000000
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DrawOffset=1.000000
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MinRegionArea=50.000000
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[/Script/NavigationSystem.NavigationSystemV1]
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DefaultAgentName=None
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CrowdManagerClass=/Script/AIModule.CrowdManager
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bAutoCreateNavigationData=True
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bSpawnNavDataInNavBoundsLevel=False
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bAllowClientSideNavigation=False
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bShouldDiscardSubLevelNavData=True
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bTickWhilePaused=False
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bInitialBuildingLocked=False
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bSkipAgentHeightCheckWhenPickingNavData=False
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bGenerateNavigationOnlyAroundNavigationInvokers=False
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ActiveTilesUpdateInterval=1.000000
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DataGatheringMode=Instant
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DirtyAreaWarningSizeThreshold=-1.000000
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GatheringNavModifiersWarningLimitTime=-1.000000
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SupportedAgentsMask=(bSupportsAgent0=True,bSupportsAgent1=True,bSupportsAgent2=True,bSupportsAgent3=True,bSupportsAgent4=True,bSupportsAgent5=True,bSupportsAgent6=True,bSupportsAgent7=True,bSupportsAgent8=True,bSupportsAgent9=True,bSupportsAgent10=True,bSupportsAgent11=True,bSupportsAgent12=True,bSupportsAgent13=True,bSupportsAgent14=True,bSupportsAgent15=True)
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DirtyAreasUpdateFreq=60.000000
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29
Warden.uproject
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29
Warden.uproject
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{
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"FileVersion": 3,
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"EngineAssociation": "5.0",
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"Category": "",
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"Description": "",
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"Plugins": [
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{
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"Name": "ModelingToolsEditorMode",
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"Enabled": true,
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"TargetAllowList": [
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"Editor"
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]
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},
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{
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"Name": "UVEditor",
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"Enabled": true
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},
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{
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"Name": "GraphFormatter",
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"Enabled": true,
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"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/297159d6d3f4425b9c095b18a811a401"
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},
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{
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"Name": "ElectronicNodes",
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"Enabled": true,
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"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/5cb2a394d0c04e73891762be4cbd7216"
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}
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]
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}
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