Initial commit
This commit is contained in:
commit
8217dc5f93
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.gitattributes
vendored
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.gitattributes
vendored
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||||
Content/** filter=lfs diff=lfs merge=lfs -text
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14
.gitignore
vendored
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14
.gitignore
vendored
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||||
Binaries
|
||||
DerivedDataCache
|
||||
Intermediate
|
||||
Saved
|
||||
.vscode
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||||
.vs
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*.VC.db
|
||||
*.opensdf
|
||||
*.opendb
|
||||
*.sdf
|
||||
*.sln
|
||||
*.suo
|
||||
*.xcodeproj
|
||||
*.xcworkspace
|
1
Config/DefaultEditor.ini
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1
Config/DefaultEditor.ini
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|
||||
|
96
Config/DefaultEngine.ini
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96
Config/DefaultEngine.ini
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|
||||
|
||||
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||||
[/Script/EngineSettings.GameMapsSettings]
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||||
GameDefaultMap=/Game/Maps/Titlescreen.Titlescreen
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||||
bUseSplitscreen=False
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||||
GameInstanceClass=/Game/Blueprints/Global/MainInstance.MainInstance_C
|
||||
EditorStartupMap=/Game/Maps/Levels/Level1.Level1
|
||||
TransitionMap=None
|
||||
|
||||
[/Script/HardwareTargeting.HardwareTargetingSettings]
|
||||
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/Engine.RendererSettings]
|
||||
r.GenerateMeshDistanceFields=True
|
||||
r.DynamicGlobalIlluminationMethod=1
|
||||
r.ReflectionMethod=1
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||||
r.Shadow.Virtual.Enable=1
|
||||
r.Lumen.TraceMeshSDFs=1
|
||||
r.SkinCache.CompileShaders=True
|
||||
r.RayTracing=True
|
||||
r.RayTracing.Shadows=True
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||||
|
||||
[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
|
||||
bEnableWorldPartition=False
|
||||
bEnableConversionPrompt=True
|
||||
CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet
|
||||
|
||||
[/Script/Engine.Engine]
|
||||
+ActiveGameNameRedirects=(OldGameName="TP_BlankBP",NewGameName="/Script/NeonShooter")
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||||
+ActiveGameNameRedirects=(OldGameName="/Script/TP_BlankBP",NewGameName="/Script/NeonShooter")
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NearClipPlane=10.000000
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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)
|
||||
-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)
|
||||
-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)
|
||||
-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="BlockAllExceptBullets",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Bullet",Response=ECR_Ignore)),HelpMessage="Needs description")
|
||||
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Bullet")
|
||||
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
|
||||
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
|
||||
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
|
||||
-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
|
||||
-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
|
||||
+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
|
||||
+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
|
||||
+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
|
||||
+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
|
||||
+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
|
||||
-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
|
||||
-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
|
||||
-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
|
||||
-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
|
||||
+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
|
||||
+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
|
||||
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
|
||||
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
|
||||
|
||||
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
|
||||
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
|
||||
|
16
Config/DefaultGame.ini
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Config/DefaultGame.ini
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|
||||
|
||||
|
||||
[/Script/EngineSettings.GeneralProjectSettings]
|
||||
ProjectID=6EC4D7D3463B81400F823180993A3CF0
|
||||
Description=A Neony Shooter
|
||||
ProjectName=Neon Shooter
|
||||
CompanyName=James Things
|
||||
Homepage="https://james-things.com"
|
||||
SupportContact=Discord: James#0009
|
||||
LicensingTerms=WTF PL
|
||||
bUseBorderlessWindow=True
|
||||
bAllowWindowResize=False
|
||||
bAllowMaximize=False
|
||||
bAllowMinimize=False
|
||||
bAllowClose=True
|
||||
|
99
Config/DefaultInput.ini
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99
Config/DefaultInput.ini
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||||
[/Script/Engine.InputSettings]
|
||||
-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
||||
-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
||||
-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
||||
-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
||||
-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
|
||||
-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
|
||||
-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
|
||||
+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
bAltEnterTogglesFullscreen=True
|
||||
bF11TogglesFullscreen=True
|
||||
bUseMouseForTouch=False
|
||||
bEnableMouseSmoothing=True
|
||||
bEnableFOVScaling=True
|
||||
bCaptureMouseOnLaunch=True
|
||||
bAlwaysShowTouchInterface=False
|
||||
bShowConsoleOnFourFingerTap=True
|
||||
bEnableGestureRecognizer=False
|
||||
bUseAutocorrect=False
|
||||
DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
|
||||
DefaultViewportMouseLockMode=LockOnCapture
|
||||
FOVScale=0.011110
|
||||
DoubleClickTime=0.200000
|
||||
+ActionMappings=(ActionName="InputAction Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
|
||||
+ActionMappings=(ActionName="InputAction Crouch",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftControl)
|
||||
+ActionMappings=(ActionName="InputAction FireGun",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
|
||||
+ActionMappings=(ActionName="InputAction PickupWeapon",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=E)
|
||||
+ActionMappings=(ActionName="Inputaction Pause",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Escape)
|
||||
+ActionMappings=(ActionName="Inputaction Pause",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=P)
|
||||
+ActionMappings=(ActionName="Inputaction ADS",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=RightMouseButton)
|
||||
+ActionMappings=(ActionName="InputAction GroundPound",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftShift)
|
||||
+AxisMappings=(AxisName="InputAxis FWD",Scale=1.000000,Key=W)
|
||||
+AxisMappings=(AxisName="InputAxis FWD",Scale=-1.000000,Key=S)
|
||||
+AxisMappings=(AxisName="InputAxis RGT",Scale=1.000000,Key=D)
|
||||
+AxisMappings=(AxisName="InputAxis RGT",Scale=-1.000000,Key=A)
|
||||
+AxisMappings=(AxisName="TurnRate",Scale=1.000000,Key=MouseX)
|
||||
+AxisMappings=(AxisName="LookUpRate",Scale=-1.000000,Key=MouseY)
|
||||
DefaultPlayerInputClass=/Script/Engine.PlayerInput
|
||||
DefaultInputComponentClass=/Script/Engine.InputComponent
|
||||
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
|
||||
-ConsoleKeys=Tilde
|
||||
+ConsoleKeys=Tilde
|
||||
|
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Content/Blueprints/Data/DataGuntable.uasset
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Content/Blueprints/Data/DataGuntable.uasset
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Content/Blueprints/Data/DevDiary.uasset
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Content/Blueprints/Data/DevDiary.uasset
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Content/Blueprints/Data/DevlogEntries.uasset
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Content/Blueprints/Data/DevlogEntries.uasset
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Content/Blueprints/Data/Dialogue.uasset
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Content/Blueprints/Data/Dialogue.uasset
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Content/Blueprints/Data/Dialogues.uasset
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Content/Blueprints/Data/ErrorDiag.uasset
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Content/Blueprints/Data/ErrorDiag.uasset
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Content/Blueprints/Data/Errors.uasset
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Content/Blueprints/Data/Errors.uasset
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Content/Blueprints/Data/Guntable.uasset
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Content/Blueprints/Data/Guntable.uasset
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Content/Blueprints/Data/LevelEndDialogue.uasset
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Content/Blueprints/Data/LevelEndDialogue.uasset
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Content/Blueprints/Data/LevelEndDialogues.uasset
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Content/Blueprints/Data/LevelEndDialogues.uasset
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Content/Blueprints/Global/Controlling/ShooterCharacter.uasset
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Content/Blueprints/Global/Controlling/ShooterCharacter.uasset
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Content/Blueprints/Global/Controlling/ShooterController.uasset
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Content/Blueprints/Global/Controlling/ShooterController.uasset
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Content/Blueprints/Global/Controlling/ShooterGamemmode.uasset
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Content/Blueprints/Global/Controlling/ShooterGamemmode.uasset
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Content/Blueprints/Global/DataGuntable.uasset
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Content/Blueprints/Global/DataGuntable.uasset
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Content/Blueprints/Global/Enemies/Hittarget.uasset
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Content/Blueprints/Global/GameInstance.uasset
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Content/Blueprints/Global/GameInstance.uasset
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Content/Blueprints/Global/Groundplates/Boostpad.uasset
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Content/Blueprints/Global/Groundplates/Boostpad.uasset
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Content/Blueprints/Global/Groundplates/GunSpawner.uasset
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Content/Blueprints/Global/Groundplates/GunSpawner.uasset
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Content/Blueprints/Global/Groundplates/Gunspawner_New.uasset
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Content/Blueprints/Global/Groundplates/Launchpad.uasset
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Content/Blueprints/Global/Groundplates/Launchpad.uasset
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Content/Blueprints/Global/Groundplates/Launchpad_2.uasset
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Content/Blueprints/Global/Groundplates/MasterWeapon_Pickup.uasset
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Content/Blueprints/Global/Groundplates/MasterWeapon_Pickup.uasset
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Content/Blueprints/Global/Groundplates/Speedpad.uasset
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Content/Blueprints/Global/Groundplates/Speedpad.uasset
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Content/Blueprints/Global/Groundplates/a.uasset
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Content/Blueprints/Global/Groundplates/spinningArrow.uasset
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Content/Blueprints/Global/Groundplates/spinningspeedarrow.uasset
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Content/Blueprints/Global/Groundplates/spinningspeedarrow.uasset
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Content/Blueprints/Global/Groundplates/äaaa.uasset
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Content/Blueprints/Global/Guns/Bullet.uasset
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Content/Blueprints/Global/Guns/Bullet.uasset
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Content/Blueprints/Global/Guns/MasterGun.uasset
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Content/Blueprints/Global/Guns/MasterGun.uasset
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Content/Blueprints/Global/Guns/Muzzleflash.uasset
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Content/Blueprints/Global/Guns/Shotgun.uasset
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Content/Blueprints/Global/Guns/Shotgun.uasset
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Content/Blueprints/Global/Guntable.uasset
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Content/Blueprints/Global/Guntable.uasset
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Content/Blueprints/Global/MainInstance.uasset
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Content/Blueprints/Global/MainInstance.uasset
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Content/Blueprints/Global/Pickups/MasterWeapon_Pickup.uasset
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Content/Blueprints/Global/Pickups/MasterWeapon_Pickup.uasset
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Content/Blueprints/Global/ShooterGamemmode.uasset
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Content/Blueprints/Global/ShooterGamemmode.uasset
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Content/Blueprints/Global/decoration/crytype_floating.uasset
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Content/Blueprints/Global/decoration/crytype_floating.uasset
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Content/Blueprints/Global/decoration/scrolltext.uasset
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Content/Blueprints/Global/decoration/scrolltext.uasset
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Content/Blueprints/Mainmenu/Mainmenu.uasset
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Content/Blueprints/Mainmenu/Mainmenu.uasset
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Content/Blueprints/Mainmenu/MainmenuController.uasset
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Content/Blueprints/Mainmenu/MainmenuController.uasset
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Content/Blueprints/Mainmenu/MainmenuGamemode.uasset
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Content/Blueprints/Mainmenu/MainmenuGamemode.uasset
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Content/Blueprints/Mainmenu/MainmenuPawn.uasset
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Content/Blueprints/Mainmenu/MainmenuPawn.uasset
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Content/FX/GroundPoundEmitter.uasset
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Content/FX/GroundPoundEmitter_System.uasset
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Content/Maps/Levels/Level1.umap
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Content/Maps/Titlescreen.umap
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Content/Maps/Titlescreen_BuiltData.uasset
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Content/Materials/Cyber/Cyber_Blue.uasset
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Content/Materials/Cyber/Cyber_Blue.uasset
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Content/Materials/Cyber_Red.uasset
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Content/Materials/Cyber_Red.uasset
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Content/Materials/DEV/NewMaterial.uasset
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Content/Materials/DEV/TransparentDevMaterial.uasset
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Content/Materials/Glowing/Cyan.uasset
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Content/Materials/Glowing/Cyan.uasset
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Content/Materials/Glowing/HighIntensity/Glow_Cyan_H.uasset
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Content/Materials/Surface/Plaster_002.uasset
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Normal file
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BIN
Content/Materials/Surface/Surface_Mastermaterial.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Materials/Surface/Surface_Mastermaterial.uasset
(Stored with Git LFS)
Normal file
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BIN
Content/Materials/Surface/Surface_With_AO.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Materials/Surface/Surface_With_AO.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Materials/Surface/Surface_With_Metallic.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Materials/Surface/Surface_With_Metallic.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Materials/Surface/Tiles054.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Materials/Surface/Tiles054.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Materials/flashlight_lightfunction.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Materials/flashlight_lightfunction.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Materials/lightfunction.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Materials/lightfunction.uasset
(Stored with Git LFS)
Normal file
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BIN
Content/Materials/noise/NoiseGreen.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Materials/noise/NoiseGreen.uasset
(Stored with Git LFS)
Normal file
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BIN
Content/Materials/noise/Noise_Blue.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Materials/noise/Noise_Blue.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Materials/noise/Noise_Cyan.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Materials/noise/Noise_Cyan.uasset
(Stored with Git LFS)
Normal file
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BIN
Content/Materials/noise/Noise_Parent.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Materials/noise/Noise_Parent.uasset
(Stored with Git LFS)
Normal file
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BIN
Content/Materials/noise/Noise_Pink.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Materials/noise/Noise_Pink.uasset
(Stored with Git LFS)
Normal file
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BIN
Content/Materials/noise/Noise_Red.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Materials/noise/Noise_Red.uasset
(Stored with Git LFS)
Normal file
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BIN
Content/Materials/testing/NewMaterial.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Materials/testing/NewMaterial.uasset
(Stored with Git LFS)
Normal file
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Reference in New Issue
Block a user