diff --git a/ASN4_StateMachine/4_StateMachine.uproject b/ASN4_StateMachine/4_StateMachine.uproject index a48d0b1..19634e4 100644 --- a/ASN4_StateMachine/4_StateMachine.uproject +++ b/ASN4_StateMachine/4_StateMachine.uproject @@ -1,6 +1,6 @@ { "FileVersion": 3, - "EngineAssociation": "5.0", + "EngineAssociation": "5.1", "Category": "", "Description": "", "Plugins": [ diff --git a/ASN4_StateMachine/Config/DefaultInput.ini b/ASN4_StateMachine/Config/DefaultInput.ini new file mode 100644 index 0000000..a72fda2 --- /dev/null +++ b/ASN4_StateMachine/Config/DefaultInput.ini @@ -0,0 +1,85 @@ +[/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="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_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 +bEnableLegacyInputScales=True +bEnableMotionControls=True +bFilterInputByPlatformUser=False +bShouldFlushPressedKeysOnViewportFocusLost=True +bEnableDynamicComponentInputBinding=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=False +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 +DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput +DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent +DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks +-ConsoleKeys=Tilde ++ConsoleKeys=Tilde + diff --git a/ASN4_StateMachine/Content/GDV_StateMachine/AC_StateMachine.uasset b/ASN4_StateMachine/Content/GDV_StateMachine/AC_StateMachine.uasset index 9a058fe..46b73fd 100644 --- a/ASN4_StateMachine/Content/GDV_StateMachine/AC_StateMachine.uasset +++ b/ASN4_StateMachine/Content/GDV_StateMachine/AC_StateMachine.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:70f2c9bd49f576ad985b601858a23af4a63ecf718a9eae21b0e4c5870b89644b -size 153033 +oid sha256:16076c65cf1d974b4a1478939dcf6ac10a2f38051a8daeb7bd069314126ea396 +size 180960 diff --git a/ASN4_StateMachine/Content/GDV_StateMachine/AC_State_Pause.uasset b/ASN4_StateMachine/Content/GDV_StateMachine/AC_State_Pause.uasset new file mode 100644 index 0000000..8d68a62 --- /dev/null +++ b/ASN4_StateMachine/Content/GDV_StateMachine/AC_State_Pause.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:598b1c58fc96847b86555642eda30dbb866bd2e833d5f20ec451d026f0111abf +size 36188 diff --git a/ASN4_StateMachine/Content/GDV_StateMachine/BP_NavAgent.uasset b/ASN4_StateMachine/Content/GDV_StateMachine/BP_NavAgent.uasset index ae2ce99..2825547 100644 --- a/ASN4_StateMachine/Content/GDV_StateMachine/BP_NavAgent.uasset +++ b/ASN4_StateMachine/Content/GDV_StateMachine/BP_NavAgent.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:2dd784bc814d4f2e87671ffd8cbbe3216aceddc22fb48b467243592cabe5b0b2 -size 109576 +oid sha256:9da351d829e11dc5925c8817754e57d39170f8b76e0b6625b271fa07d29b369e +size 127499 diff --git a/ASN4_StateMachine/Content/GDV_StateMachine/I_Machine.uasset b/ASN4_StateMachine/Content/GDV_StateMachine/I_Machine.uasset index 5521901..f571716 100644 --- a/ASN4_StateMachine/Content/GDV_StateMachine/I_Machine.uasset +++ b/ASN4_StateMachine/Content/GDV_StateMachine/I_Machine.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:1c3db90af149cbde7f6392b8eddcdda51e1aa81883af55e7169e81cba4a90492 -size 18582 +oid sha256:18172550f38cab04119ce64a571b02b8efd37b81350cd99ce52b0cf3b1a1111b +size 21279 diff --git a/ASN4_StateMachine/Content/GDV_StateMachine/LevelExperiment.umap b/ASN4_StateMachine/Content/GDV_StateMachine/LevelExperiment.umap index 2141d6a..c777a64 100644 --- a/ASN4_StateMachine/Content/GDV_StateMachine/LevelExperiment.umap +++ b/ASN4_StateMachine/Content/GDV_StateMachine/LevelExperiment.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:66804f4e94ac171ff5baede133ce2693c71acc5afafbc94655718af02e943fda -size 1284861 +oid sha256:1370de2eb549227cb07d1969e87e3bc6253bfe07cb7cccdf86c713c3fb75ca99 +size 1300528 diff --git a/ASN4_StateMachine/Intermediate/CachedAssetRegistry.bin b/ASN4_StateMachine/Intermediate/CachedAssetRegistry.bin new file mode 100644 index 0000000..f49d0dc Binary files /dev/null and b/ASN4_StateMachine/Intermediate/CachedAssetRegistry.bin differ diff --git a/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/Crypto.ini b/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/Crypto.ini new file mode 100644 index 0000000..e69de29 diff --git a/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/Dataflow.ini b/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/Dataflow.ini new file mode 100644 index 0000000..e69de29 diff --git a/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/GameUserSettings.ini b/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/GameUserSettings.ini new file mode 100644 index 0000000..319dcf9 --- /dev/null +++ b/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/GameUserSettings.ini @@ -0,0 +1,3 @@ +[Internationalization] +ShouldUseLocalizedNumericInput=True + diff --git a/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/Input.ini b/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/Input.ini new file mode 100644 index 0000000..cb2c248 --- /dev/null +++ b/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/Input.ini @@ -0,0 +1,293 @@ +[/Script/Engine.InputSettings] +bEnableMouseSmoothing=True +bEnableFOVScaling=True +FOVScale=0.011110 +DoubleClickTime=0.200000 +DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bAltEnterTogglesFullscreen=True +bF11TogglesFullscreen=True +bRequireCtrlToNavigateAutoComplete=False +bEnableGestureRecognizer=False +TriggerKeyIsConsideredPressed=0.75 +TriggerKeyIsConsideredReleased=0.25 +InitialButtonRepeatDelay=0.2 +ButtonRepeatDelay=0.1 +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="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_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)) +bUseMouseForTouch=False +bCaptureMouseOnLaunch=True +bEnableLegacyInputScales=True +bEnableMotionControls=True +bFilterInputByPlatformUser=False +bShouldFlushPressedKeysOnViewportFocusLost=True +bEnableDynamicComponentInputBinding=True +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput +DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent +ConsoleKeys=Tilde + +[/Script/Engine.PlayerInput] +DebugExecBindings=(Key=F11,Command="LevelEditor.ToggleImmersive", bIgnoreCtrl=True, bIgnoreAlt=True) +DebugExecBindings=(Key=F11,Command="MainFrame.ToggleFullscreen",Shift=True) +DebugExecBindings=(Key=F1,Command="viewmode wireframe", bIgnoreShift=True) +DebugExecBindings=(Key=F2,Command="viewmode unlit") +DebugExecBindings=(Key=F3,Command="viewmode lit") +DebugExecBindings=(Key=F4,Command="viewmode lit_detaillighting") +DebugExecBindings=(Key=F5,Command="viewmode shadercomplexity") +DebugExecBindings=(Key=F9,Command="shot showui") +DebugExecBindings=(Key=Period,Command="RECOMPILESHADERS CHANGED",Control=True,Shift=True) +DebugExecBindings=(Key=Comma,Command="PROFILEGPU",Control=True,Shift=True) +DebugExecBindings=(Key=Slash,Command="DumpGPU",Control=True,Shift=True) +DebugExecBindings=(Key=Tab,Command="FocusNextPIEWindow",Control=True) +DebugExecBindings=(Key=Tab,Command="FocusLastPIEWindow",Control=True,Shift=True) +DebugExecBindings=(Key=PageDown,Command="PreviousDebugTarget") +DebugExecBindings=(Key=PageUp,Command="NextDebugTarget") +DebugExecBindings=(Key=Apostrophe,Command="EnableGDT") +DebugExecBindings=(Key=Quote,Command="EnableGDT") +DebugExecBindings=(Key=Semicolon,Command="ToggleDebugCamera") + +[/Script/Engine.Console] +HistoryBot=-1 + +[/Script/EngineSettings.ConsoleSettings] +MaxScrollbackSize=1024 +AutoCompleteMapPaths=Content/Maps +ManualAutoCompleteList=(Command="Exit",Desc="Exits the game") +ManualAutoCompleteList=(Command="DebugCreatePlayer 1",Desc=) +ManualAutoCompleteList=(Command="ToggleDrawEvents",Desc="Toggles annotations for shader debugging with Pix, Razor or similar GPU capture tools") +ManualAutoCompleteList=(Command="Shot",Desc="Make a screenshot") +ManualAutoCompleteList=(Command="RecompileShaders changed",Desc="Recompile shaders that have any changes on their source files") +ManualAutoCompleteList=(Command="RecompileShaders global",Desc="Recompile global shaders that have any changes on their source files") +ManualAutoCompleteList=(Command="RecompileShaders material ",Desc="Recompile shaders for a specific material if it's source files have changed") +ManualAutoCompleteList=(Command="RecompileShaders all",Desc="Recompile all shaders that have any changes on their source files") +ManualAutoCompleteList=(Command="DumpMaterialStats",Desc="Dump material information") +ManualAutoCompleteList=(Command="DumpShaderStats",Desc="Dump shader information") +ManualAutoCompleteList=(Command="DumpShaderPipelineStats",Desc="Dump shader pipeline information") +ManualAutoCompleteList=(Command="DumpShaderCompileStats",Desc="Dump shader compilation information") +ManualAutoCompleteList=(Command="DumpGPU -upload",Desc="Dump the GPU's intermediary resources and upload to network") +ManualAutoCompleteList=(Command="StartFPSChart",Desc="after that use StopFPSChart") +ManualAutoCompleteList=(Command="StopFPSChart",Desc="after that look for the output in Saved/Profiling/FPSChartStats") +ManualAutoCompleteList=(Command="FreezeAt",Desc="Locks the player view and rendering time.") +ManualAutoCompleteList=(Command="Open",Desc=" Opens the specified map, doesn't pass previously set options") +ManualAutoCompleteList=(Command="Travel",Desc=" Travels to the specified map, passes along previously set options") +ManualAutoCompleteList=(Command="ServerTravel",Desc=" Travels to the specified map and brings clients along, passes along previously set options") +ManualAutoCompleteList=(Command="DisplayAll",Desc=" Display property values for instances of classname") +ManualAutoCompleteList=(Command="DisplayAllLocation",Desc=" Display location for all instances of classname") +ManualAutoCompleteList=(Command="DisplayAllRotation",Desc=" Display rotation for all instances of classname") +ManualAutoCompleteList=(Command="DisplayClear",Desc="Clears previous DisplayAll entries") +ManualAutoCompleteList=(Command="FlushPersistentDebugLines",Desc="Clears persistent debug line cache") +ManualAutoCompleteList=(Command="GetAll ",Desc=" Log property values of all instances of classname") +ManualAutoCompleteList=(Command="GetAllLocation",Desc=" Log location for all instances of classname") +ManualAutoCompleteList=(Command="GetAllRotation",Desc=" Log rotation for all instances of classname") +ManualAutoCompleteList=(Command="Obj List ",Desc=" ") +ManualAutoCompleteList=(Command="Obj ListContentRefs",Desc=" ") +ManualAutoCompleteList=(Command="Obj Classes",Desc="Shows all classes") +ManualAutoCompleteList=(Command="Obj Refs",Desc="Name= Class= Lists referencers of the specified object") +ManualAutoCompleteList=(Command="EditActor",Desc=" or or TRACE") +ManualAutoCompleteList=(Command="EditDefault",Desc="") +ManualAutoCompleteList=(Command="EditObject",Desc=" or or ") +ManualAutoCompleteList=(Command="ReloadCfg ",Desc=" Reloads config variables for the specified object/class") +ManualAutoCompleteList=(Command="ReloadLoc ",Desc=" Reloads localized variables for the specified object/class") +ManualAutoCompleteList=(Command="Set ",Desc=" Sets property to value on objectname") +ManualAutoCompleteList=(Command="SetNoPEC",Desc=" Sets property to value on objectname without Pre/Post Edit Change notifications") +ManualAutoCompleteList=(Command="Stat FPS",Desc="Shows FPS counter") +ManualAutoCompleteList=(Command="Stat UNIT",Desc="Shows hardware unit framerate") +ManualAutoCompleteList=(Command="Stat DrawCount",Desc="Shows draw counts broken down by category") +ManualAutoCompleteList=(Command="Stat UnitGraph",Desc="Draws simple unit time graph") +ManualAutoCompleteList=(Command="Stat NamedEvents",Desc="Stat NamedEvents (Enables named events for external profilers)") +ManualAutoCompleteList=(Command="Stat VerboseNamedEvents",Desc="Stat VerboseNamedEvents (Enables verbose named events for external profilers)") +ManualAutoCompleteList=(Command="Stat StartFile",Desc="Stat StartFile (starts a stats capture, creating a new file in the Profiling directory; stop with stat StopFile to close the file)") +ManualAutoCompleteList=(Command="Stat StopFile",Desc="Stat StopFile (finishes a stats capture started by stat StartFile)") +ManualAutoCompleteList=(Command="Stat CPULoad",Desc="Stat CPULoad (Shows CPU Utilization)") +ManualAutoCompleteList=(Command="Stat DUMPHITCHES",Desc="executes dumpstats on hitches - see log") +ManualAutoCompleteList=(Command="Stat D3D11RHI",Desc="Shows Direct3D 11 stats") +ManualAutoCompleteList=(Command="Stat LEVELS",Desc="Displays level streaming info") +ManualAutoCompleteList=(Command="Stat GAME",Desc="Displays game performance stats") +ManualAutoCompleteList=(Command="Stat MEMORY",Desc="Displays memory stats") +ManualAutoCompleteList=(Command="Stat PHYSICS",Desc="Displays physics performance stats") +ManualAutoCompleteList=(Command="Stat STREAMING",Desc="Displays basic texture streaming stats") +ManualAutoCompleteList=(Command="Stat STREAMINGDETAILS",Desc="Displays detailed texture streaming stats") +ManualAutoCompleteList=(Command="Stat GPU",Desc="Displays GPU stats for the frame") +ManualAutoCompleteList=(Command="Stat COLLISION",Desc=) +ManualAutoCompleteList=(Command="Stat PARTICLES",Desc=) +ManualAutoCompleteList=(Command="Stat SCRIPT",Desc=) +ManualAutoCompleteList=(Command="Stat AUDIO",Desc=) +ManualAutoCompleteList=(Command="Stat ANIM",Desc=) +ManualAutoCompleteList=(Command="Stat NET",Desc=) +ManualAutoCompleteList=(Command="Stat LIST",Desc=" List groups of stats, saved sets, or specific stats within a specified group") +ManualAutoCompleteList=(Command="Stat splitscreen",Desc=) +ManualAutoCompleteList=(Command="MemReport",Desc="Outputs memory stats to a profile file. -Full gives more data, -Log outputs to the log") +ManualAutoCompleteList=(Command="ListTextures",Desc="[Streaming|NonStreaming|Forced] [-Alphasort] [-csv] Lists all loaded textures and their current memory footprint") +ManualAutoCompleteList=(Command="ListStreamingTextures",Desc="Lists info for all streaming textures") +ManualAutoCompleteList=(Command="ListAnims",Desc="Lists info for all animations") +ManualAutoCompleteList=(Command="ListSkeletalMeshes",Desc="Lists info for all skeletal meshes") +ManualAutoCompleteList=(Command="ListStaticMeshes",Desc="Lists info for all static meshes") +ManualAutoCompleteList=(Command="InvestigateTexture",Desc="Shows streaming info about the specified texture") +ManualAutoCompleteList=(Command="DumpTextureStreamingStats",Desc="Dump current streaming stats (e.g. pool capacity) to the log") +ManualAutoCompleteList=(Command="RestartLevel",Desc="Restarts the level") +ManualAutoCompleteList=(Command="Module List",Desc="Lists all known modules") +ManualAutoCompleteList=(Command="Module Load",Desc="Attempts to load the specified module name") +ManualAutoCompleteList=(Command="Module Unload",Desc="Unloads the specified module name") +ManualAutoCompleteList=(Command="Module Reload",Desc="Reloads the specified module name, unloading it first if needed") +ManualAutoCompleteList=(Command="Module Recompile",Desc="Attempts to recompile a module, first unloading it if needed") +ManualAutoCompleteList=(Command="HotReload",Desc=" Attempts to recompile a UObject DLL and reload it on the fly") +ManualAutoCompleteList=(Command="au.debug.AudioDebugSound",Desc=" Rejects new USoundBase requests where the sound name does not contain the provided filter") +ManualAutoCompleteList=(Command="au.debug.AudioGetDynamicSoundVolume",Desc="Gets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name") +ManualAutoCompleteList=(Command="au.debug.AudioMemReport",Desc="Lists info for audio memory") +ManualAutoCompleteList=(Command="au.debug.AudioMixerDebugSound",Desc=" With new mixer enabled, rejects new USoundBase requests where the sound name does not contain the provided filter") +ManualAutoCompleteList=(Command="au.debug.AudioResetAllDynamicSoundVolumes",Desc="Resets all dynamic volumes to unity") +ManualAutoCompleteList=(Command="au.debug.AudioResetDynamicSoundVolume",Desc="Resets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name to unity") +ManualAutoCompleteList=(Command="au.debug.AudioSetDynamicSoundVolume",Desc="Name= Type= Vol= Sets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name") +ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundClass",Desc=" [nonexclusive] Solos sounds using this USoundClass. If nonexclusive, existing solos will persist") +ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundCue",Desc=" [nonexclusive] Solos any type of USoundBase. If nonexclusive, existing solos will persist") +ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundWave",Desc=" [nonexclusive] Solos USoundWave. If nonexclusive, existing solos will persist") +ManualAutoCompleteList=(Command="au.debug.ClearSoloAudio",Desc="Clears solo'ed object") +ManualAutoCompleteList=(Command="au.debug.DisableLPF",Desc="Disables low-pass filter") +ManualAutoCompleteList=(Command="au.debug.DisableEQFilter",Desc="Disables EQ") +ManualAutoCompleteList=(Command="au.debug.DisableRadio",Desc="Disables radio effect") +ManualAutoCompleteList=(Command="au.debug.DumpSoundInfo",Desc="Dumps sound information to log") +ManualAutoCompleteList=(Command="au.debug.EnableRadio",Desc="Enables radio effect") +ManualAutoCompleteList=(Command="au.debug.IsolateDryAudio",Desc="Isolates dry audio") +ManualAutoCompleteList=(Command="au.debug.IsolateReverb",Desc="Isolates reverb") +ManualAutoCompleteList=(Command="au.debug.ListAudioComponents",Desc="Dumps a detailed list of all AudioComponent objects") +ManualAutoCompleteList=(Command="au.debug.ListSoundClasses",Desc="Lists a summary of loaded sound collated by class") +ManualAutoCompleteList=(Command="au.debug.ListSoundClassVolumes",Desc="Lists all sound class volumes") +ManualAutoCompleteList=(Command="au.debug.ListSoundDurations",Desc="Lists durations of all active sounds") +ManualAutoCompleteList=(Command="au.debug.ListWaves",Desc="List the WaveInstances and whether they have a source") +ManualAutoCompleteList=(Command="au.debug.PlayAllPIEAudio",Desc="Toggls whether or not all devices should play their audio") +ManualAutoCompleteList=(Command="au.debug.PlaySoundCue",Desc="Plays the given soundcue") +ManualAutoCompleteList=(Command="au.debug.PlaySoundWave",Desc=" Plays the given soundwave") +ManualAutoCompleteList=(Command="au.debug.ResetSoundState",Desc="Resets volumes to default and removes test filters") +ManualAutoCompleteList=(Command="au.debug.SetBaseSoundMix",Desc=" Sets the base sound mix") +ManualAutoCompleteList=(Command="au.debug.ShowSoundClassHierarchy",Desc="") +ManualAutoCompleteList=(Command="au.debug.SoloAudio",Desc="Solos the audio device associated with the parent world") +ManualAutoCompleteList=(Command="au.debug.SoundClassFixup",Desc="Deprecated") +ManualAutoCompleteList=(Command="au.debug.TestLFEBleed",Desc="Sets LPF to max for all sources") +ManualAutoCompleteList=(Command="au.debug.TestLPF",Desc="Sets LPF to max for all sources") +ManualAutoCompleteList=(Command="au.debug.TestStereoBleed",Desc="Test bleeding stereo sounds fully to the rear speakers") +ManualAutoCompleteList=(Command="au.debug.ToggleHRTFForAll",Desc="Toggles whether or not HRTF spatialization is enabled for all") +ManualAutoCompleteList=(Command="au.debug.ToggleSpatExt",Desc="Toggles enablement of the Spatial Audio Extension") +ManualAutoCompleteList=(Command="DisableAllScreenMessages",Desc="Disables all on-screen warnings/messages") +ManualAutoCompleteList=(Command="EnableAllScreenMessages",Desc="Enables all on-screen warnings/messages") +ManualAutoCompleteList=(Command="ToggleAllScreenMessages",Desc="Toggles display state of all on-screen warnings/messages") +ManualAutoCompleteList=(Command="ToggleAsyncCompute",Desc="Toggles AsyncCompute for platforms that have it") +ManualAutoCompleteList=(Command="ToggleRenderingThread",Desc="Toggles the rendering thread for platforms that have it") +ManualAutoCompleteList=(Command="CaptureMode",Desc="Toggles display state of all on-screen warnings/messages") +ManualAutoCompleteList=(Command="ShowDebug None",Desc="Toggles ShowDebug w/ current debug type selection") +ManualAutoCompleteList=(Command="ShowDebug Reset",Desc="Turns off ShowDebug, and clears debug type selection") +ManualAutoCompleteList=(Command="ShowDebug NET",Desc=) +ManualAutoCompleteList=(Command="ShowDebug PHYSICS",Desc=) +ManualAutoCompleteList=(Command="ShowDebug COLLISION",Desc=) +ManualAutoCompleteList=(Command="ShowDebug AI",Desc=) +ManualAutoCompleteList=(Command="ShowDebug CAMERA",Desc=) +ManualAutoCompleteList=(Command="ShowDebug WEAPON",Desc=) +ManualAutoCompleteList=(Command="ShowDebug ANIMATION",Desc="Toggles display state of animation debug data") +ManualAutoCompleteList=(Command="ShowDebug BONES",Desc="Toggles display of skeletalmesh bones") +ManualAutoCompleteList=(Command="ShowDebug INPUT",Desc=) +ManualAutoCompleteList=(Command="ShowDebug FORCEFEEDBACK",Desc="Toggles display of current force feedback values and what is contributing to that calculation") +ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory 3DBONES",Desc="With ShowDebug Bones: Toggles bone rendering between single lines and a more complex 3D model per bone") +ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory SYNCGROUPS",Desc="With ShowDebug Animation: Toggles display of sync group data") +ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory MONTAGES",Desc="With ShowDebug Animation: Toggles display of montage data") +ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory GRAPH",Desc="With ShowDebug Animation: Toggles display of animation blueprint graph") +ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory CURVES",Desc="With ShowDebug Animation: Toggles display of curve data") +ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory NOTIFIES",Desc="With ShowDebug Animation: Toggles display of notify data") +ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLGRAPH",Desc="With ShowDebug Animation: Toggles graph display between active nodes only and all nodes") +ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLBLENDSPACEDISPLAY",Desc="With ShowDebug Animation: Toggles display of sample blend weights on blendspaces") +ManualAutoCompleteList=(Command="ShowDebugForReticleTargetToggle ",Desc=" Toggles 'ShowDebug' from showing debug info between reticle target actor (of subclass ) and camera view target") +ManualAutoCompleteList=(Command="Stat SoundCues",Desc="Deprecated (Use au.debug.SoundCues): Shows active SoundCues") +ManualAutoCompleteList=(Command="Stat SoundMixes",Desc="Deprecated (Use au.debug.SoundMixes): Shows active SoundMixes") +ManualAutoCompleteList=(Command="Stat SoundModulators",Desc="Deprecated (Use au.debug.SoundModulators): Shows modulator debug info as provided by active audio modulation plugin") +ManualAutoCompleteList=(Command="Stat SoundModulatorsHelp",Desc="Deprecated (Use au.debug.SoundModulatorsHelp):Shows modulator debug help provided by active audio modulation plugin") +ManualAutoCompleteList=(Command="Stat SoundReverb",Desc="Deprecated (Use au.debug.SoundReverb): Shows active SoundReverb") +ManualAutoCompleteList=(Command="Stat SoundWaves",Desc="Deprecated (Use au.debug.SoundWaves): Shows active SoundWaves") +ManualAutoCompleteList=(Command="Stat Sounds",Desc="Deprecated (Use au.debug.Sounds): <-debug> Shows all active sounds. Displays value sorted by when sort is set") +ManualAutoCompleteList=(Command="ScriptAudit LongestFunctions",Desc="List functions that contain the most bytecode - optionally include # of entries to list") +ManualAutoCompleteList=(Command="ScriptAudit FrequentFunctionsCalled",Desc="List functions that are most frequently called from bytecode - optionally include # of entries to list") +ManualAutoCompleteList=(Command="ScriptAudit FrequentInstructions",Desc="List most frequently used instructions - optionally include # of entries to list") +ManualAutoCompleteList=(Command="ScriptAudit TotalBytecodeSize",Desc="Gather total size of bytecode in bytes of currently loaded functions") +ManualAutoCompleteList=(Command="Audio3dVisualize",Desc="Shows locations of sound sources playing (white text) and their left and right channel locations respectively (red and green). Virtualized loops (if enabled) display in blue.") +ManualAutoCompleteList=(Command="StartMovieCapture",Desc=) +ManualAutoCompleteList=(Command="StopMovieCapture",Desc=) +ManualAutoCompleteList=(Command="TraceTag",Desc="Draw traces that use the specified tag") +ManualAutoCompleteList=(Command="TraceTagAll",Desc="Draw all scene queries regardless of the trace tag") +ManualAutoCompleteList=(Command="VisLog",Desc="Launches Log Visualizer tool") +ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time") +ManualAutoCompleteList=(Command="Log ",Desc=" Change verbosity level for a log category") +ManualAutoCompleteList=(Command="Log list",Desc=" Search for log categories") +ManualAutoCompleteList=(Command="Log reset",Desc="Undo any changes to log verbosity") +ManualAutoCompleteList=(Command="RecordAnimation ActorName AnimName",Desc="Record animation for a specified actor to the specified file") +ManualAutoCompleteList=(Command="StopRecordingAnimation All",Desc="Stop all recording animations") +ManualAutoCompleteList=(Command="RecordSequence Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=") +ManualAutoCompleteList=(Command="StopRecordingSequence",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.") +ManualAutoCompleteList=(Command="RecordTake Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=") +ManualAutoCompleteList=(Command="StopRecordingTake",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.") +ManualAutoCompleteList=(Command="FreezeRendering",Desc="Toggle freezing of most aspects of rendering (such as visibility calculations), useful in conjunction with ToggleDebugCamera to fly around and see how frustum and occlusion culling is working") +ManualAutoCompleteList=(Command="ProfileGPU",Desc="Profile one frame of rendering commands sent to the GPU") +ManualAutoCompleteList=(Command="ProfileGPUHitches",Desc="Toggle profiling of GPU hitches.") +ManualAutoCompleteList=(Command="DumpGPU",Desc="Dump one frame of rendering intermediary resources to disk.") +ManualAutoCompleteList=(Command="Automation",Desc="Run an automation command (e.g., Automation RunTests TestName)") +ManualAutoCompleteList=(Command="CsvProfile Start",Desc="Start CSV profiling.") +ManualAutoCompleteList=(Command="CsvProfile Stop",Desc="Stop CSV profiling.") +ManualAutoCompleteList=(Command="NetProfile Enable",Desc="Start network profiling.") +ManualAutoCompleteList=(Command="NetProfile Disable",Desc="Stop network profiling.") +BackgroundOpacityPercentage=85.000000 +InputColor=(R=230,G=230,B=230,A=255) +HistoryColor=(R=180,G=180,B=180,A=255) +AutoCompleteCommandColor=(B=185,G=109,R=144,A=255) +AutoCompleteCVarColor=(B=86,G=158,R=86,A=255) +AutoCompleteFadedColor=(R=100,G=100,B=100,A=255) + diff --git a/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/InternationalizationExport.ini b/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/InternationalizationExport.ini new file mode 100644 index 0000000..e69de29 diff --git a/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/LocalizationServiceSettings.ini b/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/LocalizationServiceSettings.ini new file mode 100644 index 0000000..e69de29 diff --git a/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/ObjectMixer.ini b/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/ObjectMixer.ini new file mode 100644 index 0000000..e69de29 diff --git a/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/ObjectMixerSerializedData.ini b/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/ObjectMixerSerializedData.ini new file mode 100644 index 0000000..e69de29 diff --git a/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/TranslationPickerSettings.ini b/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/TranslationPickerSettings.ini new file mode 100644 index 0000000..e69de29 diff --git a/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSettings.ini b/ASN4_StateMachine/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSettings.ini new file mode 100644 index 0000000..e69de29 diff --git a/ASN4_StateMachine/Intermediate/ReimportCache/3688439234.bin b/ASN4_StateMachine/Intermediate/ReimportCache/3688439234.bin new file mode 100644 index 0000000..574aa1e Binary files /dev/null and b/ASN4_StateMachine/Intermediate/ReimportCache/3688439234.bin differ diff --git a/ASN4_StateMachine/Intermediate/ShaderAutogen/PCD3D_ES3_1/AutogenShaderHeaders.ush b/ASN4_StateMachine/Intermediate/ShaderAutogen/PCD3D_ES3_1/AutogenShaderHeaders.ush new file mode 100644 index 0000000..e2813f0 --- /dev/null +++ b/ASN4_StateMachine/Intermediate/ShaderAutogen/PCD3D_ES3_1/AutogenShaderHeaders.ush @@ -0,0 +1,489 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5 +float SampleDeviceZFromSceneTexturesTempCopy(float2 UV) +{ + return SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r; +} +#endif + +#ifndef GBUFFER_LAYOUT +#define GBUFFER_LAYOUT 0 +#endif + +#if GBUFFER_LAYOUT == 0 + +void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias) +{ + float4 MrtFloat1 = 0.0f; + float4 MrtFloat2 = 0.0f; + uint4 MrtUint2 = 0; + float4 MrtFloat3 = 0.0f; + float4 MrtFloat4 = 0.0f; + float4 MrtFloat5 = 0.0f; + + float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f); + + MrtFloat1.x = WorldNormal_Compressed.x; + MrtFloat1.y = WorldNormal_Compressed.y; + MrtFloat1.z = WorldNormal_Compressed.z; + MrtFloat1.w = GBuffer.PerObjectGBufferData.x; + MrtFloat2.x = GBuffer.Metallic.x; + MrtFloat2.y = GBuffer.Specular.x; + MrtFloat2.z = GBuffer.Roughness.x; + MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0); + MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4); + MrtFloat3.x = GBuffer.BaseColor.x; + MrtFloat3.y = GBuffer.BaseColor.y; + MrtFloat3.z = GBuffer.BaseColor.z; + MrtFloat3.w = GBuffer.GenericAO.x; + MrtFloat5.x = GBuffer.PrecomputedShadowFactors.x; + MrtFloat5.y = GBuffer.PrecomputedShadowFactors.y; + MrtFloat5.z = GBuffer.PrecomputedShadowFactors.z; + MrtFloat5.w = GBuffer.PrecomputedShadowFactors.w; + MrtFloat4.x = GBuffer.CustomData.x; + MrtFloat4.y = GBuffer.CustomData.y; + MrtFloat4.z = GBuffer.CustomData.z; + MrtFloat4.w = GBuffer.CustomData.w; + + Out.MRT[1] = MrtFloat1; + Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, (float(MrtUint2.w) + .5f) / 255.0f); + Out.MRT[3] = MrtFloat3; + Out.MRT[4] = MrtFloat4; + Out.MRT[5] = MrtFloat5; + Out.MRT[6] = float4(0.0f, 0.0f, 0.0f, 0.0f); + Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f); +} + + +FGBufferData DecodeGBufferDataDirect(float4 InMRT1, + float4 InMRT2, + float4 InMRT3, + float4 InMRT4, + float4 InMRT5, + + float CustomNativeDepth, + float4 AnisotropicData, + uint CustomStencil, + float SceneDepth, + bool bGetNormalizedNormal, + bool bChecker) +{ + FGBufferData Ret = (FGBufferData)0; + float3 WorldNormal_Compressed = 0.0f; + WorldNormal_Compressed.x = InMRT1.x; + WorldNormal_Compressed.y = InMRT1.y; + WorldNormal_Compressed.z = InMRT1.z; + Ret.PerObjectGBufferData.x = InMRT1.w; + Ret.Metallic.x = InMRT2.x; + Ret.Specular.x = InMRT2.y; + Ret.Roughness.x = InMRT2.z; + Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0); + Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0); + Ret.BaseColor.x = InMRT3.x; + Ret.BaseColor.y = InMRT3.y; + Ret.BaseColor.z = InMRT3.z; + Ret.GenericAO.x = InMRT3.w; + Ret.PrecomputedShadowFactors.x = InMRT5.x; + Ret.PrecomputedShadowFactors.y = InMRT5.y; + Ret.PrecomputedShadowFactors.z = InMRT5.z; + Ret.PrecomputedShadowFactors.w = InMRT5.w; + Ret.CustomData.x = InMRT4.x; + Ret.CustomData.y = InMRT4.y; + Ret.CustomData.z = InMRT4.z; + Ret.CustomData.w = InMRT4.w; + + Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed); + Ret.WorldTangent = AnisotropicData.xyz; + Ret.Anisotropy = AnisotropicData.w; + + GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal); + + Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth); + Ret.CustomStencil = CustomStencil; + Ret.Depth = SceneDepth; + + + return Ret; +} + + +#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5 + +// @param PixelPos relative to left top of the rendertarget (not viewport) +FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true) +{ + float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r; + int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy); + uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE; + float SceneDepth = CalcSceneDepth(UV); + float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw; + + float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw; + float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw; + float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw; + float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw; + float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw; + + FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, + InMRT2, + InMRT3, + InMRT4, + InMRT5, + + CustomNativeDepth, + AnisotropicData, + CustomStencil, + SceneDepth, + bGetNormalizedNormal, + CheckerFromSceneColorUV(UV)); + + return Ret; +} + + +// @param PixelPos relative to left top of the rendertarget (not viewport) +FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true) +{ + float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r; + uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE; + float SceneDepth = CalcSceneDepth(PixelPos); + float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw; + + float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT4 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT5 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw; + + FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, + InMRT2, + InMRT3, + InMRT4, + InMRT5, + + CustomNativeDepth, + AnisotropicData, + CustomStencil, + SceneDepth, + bGetNormalizedNormal, + CheckerFromPixelPos(PixelPos)); + + return Ret; +} + + +// @param PixelPos relative to left top of the rendertarget (not viewport) +FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true) +{ + uint CustomStencil = 0; + float CustomNativeDepth = 0; + float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV); + float SceneDepth = ConvertFromDeviceZ(DeviceZ); + float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw; + + float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw; + float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw; + float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw; + float4 InMRT4 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw; + float4 InMRT5 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw; + + FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, + InMRT2, + InMRT3, + InMRT4, + InMRT5, + + CustomNativeDepth, + AnisotropicData, + CustomStencil, + SceneDepth, + bGetNormalizedNormal, + CheckerFromSceneColorUV(UV)); + + return Ret; +} + + +// @param PixelPos relative to left top of the rendertarget (not viewport) +FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true) +{ + uint CustomStencil = 0; + float CustomNativeDepth = 0; + float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r; + float SceneDepth = ConvertFromDeviceZ(DeviceZ); + float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw; + + float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT4 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT5 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw; + + FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, + InMRT2, + InMRT3, + InMRT4, + InMRT5, + + CustomNativeDepth, + AnisotropicData, + CustomStencil, + SceneDepth, + bGetNormalizedNormal, + CheckerFromPixelPos(PixelCoord)); + + return Ret; +} + + +#endif + +#endif + +#if GBUFFER_LAYOUT == 1 + +void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias) +{ + float4 MrtFloat1 = 0.0f; + float4 MrtFloat2 = 0.0f; + uint4 MrtUint2 = 0; + float4 MrtFloat3 = 0.0f; + float2 MrtFloat4 = 0.0f; + float4 MrtFloat5 = 0.0f; + float4 MrtFloat6 = 0.0f; + + float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f); + + MrtFloat1.x = WorldNormal_Compressed.x; + MrtFloat1.y = WorldNormal_Compressed.y; + MrtFloat1.z = WorldNormal_Compressed.z; + MrtFloat1.w = GBuffer.PerObjectGBufferData.x; + MrtFloat2.x = GBuffer.Metallic.x; + MrtFloat2.y = GBuffer.Specular.x; + MrtFloat2.z = GBuffer.Roughness.x; + MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0); + MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4); + MrtFloat3.x = GBuffer.BaseColor.x; + MrtFloat3.y = GBuffer.BaseColor.y; + MrtFloat3.z = GBuffer.BaseColor.z; + MrtFloat3.w = GBuffer.GenericAO.x; + MrtFloat4.x = GBuffer.Velocity.x; + MrtFloat4.y = GBuffer.Velocity.y; + MrtFloat6.x = GBuffer.PrecomputedShadowFactors.x; + MrtFloat6.y = GBuffer.PrecomputedShadowFactors.y; + MrtFloat6.z = GBuffer.PrecomputedShadowFactors.z; + MrtFloat6.w = GBuffer.PrecomputedShadowFactors.w; + MrtFloat5.x = GBuffer.CustomData.x; + MrtFloat5.y = GBuffer.CustomData.y; + MrtFloat5.z = GBuffer.CustomData.z; + MrtFloat5.w = GBuffer.CustomData.w; + + Out.MRT[1] = MrtFloat1; + Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, (float(MrtUint2.w) + .5f) / 255.0f); + Out.MRT[3] = MrtFloat3; + Out.MRT[4] = float4(MrtFloat4.x, MrtFloat4.y, 0.0f, 0.0f); + Out.MRT[5] = MrtFloat5; + Out.MRT[6] = MrtFloat6; + Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f); +} + + +FGBufferData DecodeGBufferDataDirect(float4 InMRT1, + float4 InMRT2, + float4 InMRT3, + float2 InMRT4, + float4 InMRT5, + float4 InMRT6, + + float CustomNativeDepth, + float4 AnisotropicData, + uint CustomStencil, + float SceneDepth, + bool bGetNormalizedNormal, + bool bChecker) +{ + FGBufferData Ret = (FGBufferData)0; + float3 WorldNormal_Compressed = 0.0f; + WorldNormal_Compressed.x = InMRT1.x; + WorldNormal_Compressed.y = InMRT1.y; + WorldNormal_Compressed.z = InMRT1.z; + Ret.PerObjectGBufferData.x = InMRT1.w; + Ret.Metallic.x = InMRT2.x; + Ret.Specular.x = InMRT2.y; + Ret.Roughness.x = InMRT2.z; + Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0); + Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0); + Ret.BaseColor.x = InMRT3.x; + Ret.BaseColor.y = InMRT3.y; + Ret.BaseColor.z = InMRT3.z; + Ret.GenericAO.x = InMRT3.w; + Ret.Velocity.x = InMRT4.x; + Ret.Velocity.y = InMRT4.y; + Ret.PrecomputedShadowFactors.x = InMRT6.x; + Ret.PrecomputedShadowFactors.y = InMRT6.y; + Ret.PrecomputedShadowFactors.z = InMRT6.z; + Ret.PrecomputedShadowFactors.w = InMRT6.w; + Ret.CustomData.x = InMRT5.x; + Ret.CustomData.y = InMRT5.y; + Ret.CustomData.z = InMRT5.z; + Ret.CustomData.w = InMRT5.w; + + Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed); + Ret.WorldTangent = AnisotropicData.xyz; + Ret.Anisotropy = AnisotropicData.w; + + GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal); + + Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth); + Ret.CustomStencil = CustomStencil; + Ret.Depth = SceneDepth; + + + return Ret; +} + + +#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5 + +// @param PixelPos relative to left top of the rendertarget (not viewport) +FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true) +{ + float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r; + int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy); + uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE; + float SceneDepth = CalcSceneDepth(UV); + float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw; + + float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw; + float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw; + float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw; + float2 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0).xy; + float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw; + float4 InMRT6 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw; + + FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, + InMRT2, + InMRT3, + InMRT4, + InMRT5, + InMRT6, + + CustomNativeDepth, + AnisotropicData, + CustomStencil, + SceneDepth, + bGetNormalizedNormal, + CheckerFromSceneColorUV(UV)); + + return Ret; +} + + +// @param PixelPos relative to left top of the rendertarget (not viewport) +FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true) +{ + float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r; + uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE; + float SceneDepth = CalcSceneDepth(PixelPos); + float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw; + + float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw; + float2 InMRT4 = SceneTexturesStruct.GBufferVelocityTexture.Load(int3(PixelPos, 0)).xy; + float4 InMRT5 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT6 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw; + + FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, + InMRT2, + InMRT3, + InMRT4, + InMRT5, + InMRT6, + + CustomNativeDepth, + AnisotropicData, + CustomStencil, + SceneDepth, + bGetNormalizedNormal, + CheckerFromPixelPos(PixelPos)); + + return Ret; +} + + +// @param PixelPos relative to left top of the rendertarget (not viewport) +FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true) +{ + uint CustomStencil = 0; + float CustomNativeDepth = 0; + float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV); + float SceneDepth = ConvertFromDeviceZ(DeviceZ); + float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw; + + float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw; + float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw; + float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw; + float2 InMRT4 = GBufferVelocityTexture.SampleLevel(GBufferVelocityTextureSampler, UV, 0).xy; + float4 InMRT5 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw; + float4 InMRT6 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw; + + FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, + InMRT2, + InMRT3, + InMRT4, + InMRT5, + InMRT6, + + CustomNativeDepth, + AnisotropicData, + CustomStencil, + SceneDepth, + bGetNormalizedNormal, + CheckerFromSceneColorUV(UV)); + + return Ret; +} + + +// @param PixelPos relative to left top of the rendertarget (not viewport) +FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true) +{ + uint CustomStencil = 0; + float CustomNativeDepth = 0; + float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r; + float SceneDepth = ConvertFromDeviceZ(DeviceZ); + float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw; + + float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw; + float2 InMRT4 = GBufferVelocityTexture.Load(int3(PixelCoord, 0)).xy; + float4 InMRT5 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT6 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw; + + FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, + InMRT2, + InMRT3, + InMRT4, + InMRT5, + InMRT6, + + CustomNativeDepth, + AnisotropicData, + CustomStencil, + SceneDepth, + bGetNormalizedNormal, + CheckerFromPixelPos(PixelCoord)); + + return Ret; +} + + +#endif + +#endif + diff --git a/ASN4_StateMachine/Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush b/ASN4_StateMachine/Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush new file mode 100644 index 0000000..14dffe7 --- /dev/null +++ b/ASN4_StateMachine/Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush @@ -0,0 +1,511 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5 +float SampleDeviceZFromSceneTexturesTempCopy(float2 UV) +{ + return SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r; +} +#endif + +#ifndef GBUFFER_LAYOUT +#define GBUFFER_LAYOUT 0 +#endif + +#if GBUFFER_LAYOUT == 0 + +void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias) +{ + float4 MrtFloat1 = 0.0f; + float4 MrtFloat2 = 0.0f; + uint4 MrtUint2 = 0; + float4 MrtFloat3 = 0.0f; + float4 MrtFloat4 = 0.0f; + float4 MrtFloat5 = 0.0f; + float4 MrtFloat6 = 0.0f; + + float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f); + + MrtFloat1.x = WorldNormal_Compressed.x; + MrtFloat1.y = WorldNormal_Compressed.y; + MrtFloat1.z = WorldNormal_Compressed.z; + MrtFloat1.w = GBuffer.PerObjectGBufferData.x; + MrtFloat2.x = GBuffer.Metallic.x; + MrtFloat2.y = GBuffer.Specular.x; + MrtFloat2.z = GBuffer.Roughness.x; + MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0); + MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4); + MrtFloat3.x = GBuffer.BaseColor.x; + MrtFloat3.y = GBuffer.BaseColor.y; + MrtFloat3.z = GBuffer.BaseColor.z; + MrtFloat3.w = GBuffer.GenericAO.x; + MrtFloat4.x = GBuffer.Velocity.x; + MrtFloat4.y = GBuffer.Velocity.y; + MrtFloat4.z = GBuffer.Velocity.z; + MrtFloat4.w = GBuffer.Velocity.w; + MrtFloat6.x = GBuffer.PrecomputedShadowFactors.x; + MrtFloat6.y = GBuffer.PrecomputedShadowFactors.y; + MrtFloat6.z = GBuffer.PrecomputedShadowFactors.z; + MrtFloat6.w = GBuffer.PrecomputedShadowFactors.w; + MrtFloat5.x = GBuffer.CustomData.x; + MrtFloat5.y = GBuffer.CustomData.y; + MrtFloat5.z = GBuffer.CustomData.z; + MrtFloat5.w = GBuffer.CustomData.w; + + Out.MRT[1] = MrtFloat1; + Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, (float(MrtUint2.w) + .5f) / 255.0f); + Out.MRT[3] = MrtFloat3; + Out.MRT[4] = MrtFloat4; + Out.MRT[5] = MrtFloat5; + Out.MRT[6] = MrtFloat6; + Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f); +} + + +FGBufferData DecodeGBufferDataDirect(float4 InMRT1, + float4 InMRT2, + float4 InMRT3, + float4 InMRT4, + float4 InMRT5, + float4 InMRT6, + + float CustomNativeDepth, + float4 AnisotropicData, + uint CustomStencil, + float SceneDepth, + bool bGetNormalizedNormal, + bool bChecker) +{ + FGBufferData Ret = (FGBufferData)0; + float3 WorldNormal_Compressed = 0.0f; + WorldNormal_Compressed.x = InMRT1.x; + WorldNormal_Compressed.y = InMRT1.y; + WorldNormal_Compressed.z = InMRT1.z; + Ret.PerObjectGBufferData.x = InMRT1.w; + Ret.Metallic.x = InMRT2.x; + Ret.Specular.x = InMRT2.y; + Ret.Roughness.x = InMRT2.z; + Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0); + Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0); + Ret.BaseColor.x = InMRT3.x; + Ret.BaseColor.y = InMRT3.y; + Ret.BaseColor.z = InMRT3.z; + Ret.GenericAO.x = InMRT3.w; + Ret.Velocity.x = InMRT4.x; + Ret.Velocity.y = InMRT4.y; + Ret.Velocity.z = InMRT4.z; + Ret.Velocity.w = InMRT4.w; + Ret.PrecomputedShadowFactors.x = InMRT6.x; + Ret.PrecomputedShadowFactors.y = InMRT6.y; + Ret.PrecomputedShadowFactors.z = InMRT6.z; + Ret.PrecomputedShadowFactors.w = InMRT6.w; + Ret.CustomData.x = InMRT5.x; + Ret.CustomData.y = InMRT5.y; + Ret.CustomData.z = InMRT5.z; + Ret.CustomData.w = InMRT5.w; + + Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed); + Ret.WorldTangent = AnisotropicData.xyz; + Ret.Anisotropy = AnisotropicData.w; + + GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal); + + Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth); + Ret.CustomStencil = CustomStencil; + Ret.Depth = SceneDepth; + + + return Ret; +} + + +#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5 + +// @param PixelPos relative to left top of the rendertarget (not viewport) +FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true) +{ + float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r; + int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy); + uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE; + float SceneDepth = CalcSceneDepth(UV); + float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw; + + float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw; + float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw; + float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw; + float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0).xyzw; + float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw; + float4 InMRT6 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw; + + FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, + InMRT2, + InMRT3, + InMRT4, + InMRT5, + InMRT6, + + CustomNativeDepth, + AnisotropicData, + CustomStencil, + SceneDepth, + bGetNormalizedNormal, + CheckerFromSceneColorUV(UV)); + + return Ret; +} + + +// @param PixelPos relative to left top of the rendertarget (not viewport) +FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true) +{ + float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r; + uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE; + float SceneDepth = CalcSceneDepth(PixelPos); + float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw; + + float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT4 = SceneTexturesStruct.GBufferVelocityTexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT5 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT6 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw; + + FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, + InMRT2, + InMRT3, + InMRT4, + InMRT5, + InMRT6, + + CustomNativeDepth, + AnisotropicData, + CustomStencil, + SceneDepth, + bGetNormalizedNormal, + CheckerFromPixelPos(PixelPos)); + + return Ret; +} + + +// @param PixelPos relative to left top of the rendertarget (not viewport) +FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true) +{ + uint CustomStencil = 0; + float CustomNativeDepth = 0; + float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV); + float SceneDepth = ConvertFromDeviceZ(DeviceZ); + float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw; + + float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw; + float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw; + float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw; + float4 InMRT4 = GBufferVelocityTexture.SampleLevel(GBufferVelocityTextureSampler, UV, 0).xyzw; + float4 InMRT5 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw; + float4 InMRT6 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw; + + FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, + InMRT2, + InMRT3, + InMRT4, + InMRT5, + InMRT6, + + CustomNativeDepth, + AnisotropicData, + CustomStencil, + SceneDepth, + bGetNormalizedNormal, + CheckerFromSceneColorUV(UV)); + + return Ret; +} + + +// @param PixelPos relative to left top of the rendertarget (not viewport) +FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true) +{ + uint CustomStencil = 0; + float CustomNativeDepth = 0; + float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r; + float SceneDepth = ConvertFromDeviceZ(DeviceZ); + float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw; + + float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT4 = GBufferVelocityTexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT5 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT6 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw; + + FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, + InMRT2, + InMRT3, + InMRT4, + InMRT5, + InMRT6, + + CustomNativeDepth, + AnisotropicData, + CustomStencil, + SceneDepth, + bGetNormalizedNormal, + CheckerFromPixelPos(PixelCoord)); + + return Ret; +} + + +#endif + +#endif + +#if GBUFFER_LAYOUT == 1 + +void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias) +{ + float4 MrtFloat1 = 0.0f; + float4 MrtFloat2 = 0.0f; + uint4 MrtUint2 = 0; + float4 MrtFloat3 = 0.0f; + float4 MrtFloat4 = 0.0f; + float4 MrtFloat5 = 0.0f; + float4 MrtFloat6 = 0.0f; + + float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f); + + MrtFloat1.x = WorldNormal_Compressed.x; + MrtFloat1.y = WorldNormal_Compressed.y; + MrtFloat1.z = WorldNormal_Compressed.z; + MrtFloat1.w = GBuffer.PerObjectGBufferData.x; + MrtFloat2.x = GBuffer.Metallic.x; + MrtFloat2.y = GBuffer.Specular.x; + MrtFloat2.z = GBuffer.Roughness.x; + MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0); + MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4); + MrtFloat3.x = GBuffer.BaseColor.x; + MrtFloat3.y = GBuffer.BaseColor.y; + MrtFloat3.z = GBuffer.BaseColor.z; + MrtFloat3.w = GBuffer.GenericAO.x; + MrtFloat4.x = GBuffer.Velocity.x; + MrtFloat4.y = GBuffer.Velocity.y; + MrtFloat4.z = GBuffer.Velocity.z; + MrtFloat4.w = GBuffer.Velocity.w; + MrtFloat6.x = GBuffer.PrecomputedShadowFactors.x; + MrtFloat6.y = GBuffer.PrecomputedShadowFactors.y; + MrtFloat6.z = GBuffer.PrecomputedShadowFactors.z; + MrtFloat6.w = GBuffer.PrecomputedShadowFactors.w; + MrtFloat5.x = GBuffer.CustomData.x; + MrtFloat5.y = GBuffer.CustomData.y; + MrtFloat5.z = GBuffer.CustomData.z; + MrtFloat5.w = GBuffer.CustomData.w; + + Out.MRT[1] = MrtFloat1; + Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, (float(MrtUint2.w) + .5f) / 255.0f); + Out.MRT[3] = MrtFloat3; + Out.MRT[4] = MrtFloat4; + Out.MRT[5] = MrtFloat5; + Out.MRT[6] = MrtFloat6; + Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f); +} + + +FGBufferData DecodeGBufferDataDirect(float4 InMRT1, + float4 InMRT2, + float4 InMRT3, + float4 InMRT4, + float4 InMRT5, + float4 InMRT6, + + float CustomNativeDepth, + float4 AnisotropicData, + uint CustomStencil, + float SceneDepth, + bool bGetNormalizedNormal, + bool bChecker) +{ + FGBufferData Ret = (FGBufferData)0; + float3 WorldNormal_Compressed = 0.0f; + WorldNormal_Compressed.x = InMRT1.x; + WorldNormal_Compressed.y = InMRT1.y; + WorldNormal_Compressed.z = InMRT1.z; + Ret.PerObjectGBufferData.x = InMRT1.w; + Ret.Metallic.x = InMRT2.x; + Ret.Specular.x = InMRT2.y; + Ret.Roughness.x = InMRT2.z; + Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0); + Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0); + Ret.BaseColor.x = InMRT3.x; + Ret.BaseColor.y = InMRT3.y; + Ret.BaseColor.z = InMRT3.z; + Ret.GenericAO.x = InMRT3.w; + Ret.Velocity.x = InMRT4.x; + Ret.Velocity.y = InMRT4.y; + Ret.Velocity.z = InMRT4.z; + Ret.Velocity.w = InMRT4.w; + Ret.PrecomputedShadowFactors.x = InMRT6.x; + Ret.PrecomputedShadowFactors.y = InMRT6.y; + Ret.PrecomputedShadowFactors.z = InMRT6.z; + Ret.PrecomputedShadowFactors.w = InMRT6.w; + Ret.CustomData.x = InMRT5.x; + Ret.CustomData.y = InMRT5.y; + Ret.CustomData.z = InMRT5.z; + Ret.CustomData.w = InMRT5.w; + + Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed); + Ret.WorldTangent = AnisotropicData.xyz; + Ret.Anisotropy = AnisotropicData.w; + + GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal); + + Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth); + Ret.CustomStencil = CustomStencil; + Ret.Depth = SceneDepth; + + + return Ret; +} + + +#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5 + +// @param PixelPos relative to left top of the rendertarget (not viewport) +FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true) +{ + float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r; + int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy); + uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE; + float SceneDepth = CalcSceneDepth(UV); + float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw; + + float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw; + float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw; + float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw; + float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0).xyzw; + float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw; + float4 InMRT6 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw; + + FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, + InMRT2, + InMRT3, + InMRT4, + InMRT5, + InMRT6, + + CustomNativeDepth, + AnisotropicData, + CustomStencil, + SceneDepth, + bGetNormalizedNormal, + CheckerFromSceneColorUV(UV)); + + return Ret; +} + + +// @param PixelPos relative to left top of the rendertarget (not viewport) +FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true) +{ + float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r; + uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE; + float SceneDepth = CalcSceneDepth(PixelPos); + float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw; + + float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT4 = SceneTexturesStruct.GBufferVelocityTexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT5 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw; + float4 InMRT6 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw; + + FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, + InMRT2, + InMRT3, + InMRT4, + InMRT5, + InMRT6, + + CustomNativeDepth, + AnisotropicData, + CustomStencil, + SceneDepth, + bGetNormalizedNormal, + CheckerFromPixelPos(PixelPos)); + + return Ret; +} + + +// @param PixelPos relative to left top of the rendertarget (not viewport) +FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true) +{ + uint CustomStencil = 0; + float CustomNativeDepth = 0; + float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV); + float SceneDepth = ConvertFromDeviceZ(DeviceZ); + float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw; + + float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw; + float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw; + float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw; + float4 InMRT4 = GBufferVelocityTexture.SampleLevel(GBufferVelocityTextureSampler, UV, 0).xyzw; + float4 InMRT5 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw; + float4 InMRT6 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw; + + FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, + InMRT2, + InMRT3, + InMRT4, + InMRT5, + InMRT6, + + CustomNativeDepth, + AnisotropicData, + CustomStencil, + SceneDepth, + bGetNormalizedNormal, + CheckerFromSceneColorUV(UV)); + + return Ret; +} + + +// @param PixelPos relative to left top of the rendertarget (not viewport) +FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true) +{ + uint CustomStencil = 0; + float CustomNativeDepth = 0; + float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r; + float SceneDepth = ConvertFromDeviceZ(DeviceZ); + float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw; + + float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT4 = GBufferVelocityTexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT5 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw; + float4 InMRT6 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw; + + FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, + InMRT2, + InMRT3, + InMRT4, + InMRT5, + InMRT6, + + CustomNativeDepth, + AnisotropicData, + CustomStencil, + SceneDepth, + bGetNormalizedNormal, + CheckerFromPixelPos(PixelCoord)); + + return Ret; +} + + +#endif + +#endif + diff --git a/ASN4_StateMachine/Saved/AutoScreenshot.png b/ASN4_StateMachine/Saved/AutoScreenshot.png new file mode 100644 index 0000000..6b39193 --- /dev/null +++ b/ASN4_StateMachine/Saved/AutoScreenshot.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:038dbe47e95fad1d30b858309c71ed8ba136cbfa17f1cf08378ca132f7d2a62a +size 2979 diff --git a/ASN4_StateMachine/Saved/Autosaves/PackageRestoreData.json b/ASN4_StateMachine/Saved/Autosaves/PackageRestoreData.json new file mode 100644 index 0000000..59996c2 Binary files /dev/null and b/ASN4_StateMachine/Saved/Autosaves/PackageRestoreData.json differ diff --git a/ASN4_StateMachine/Saved/Config/CrashReportClient/UECC-Windows-F9BF8837415818506CE2CD9CC11BAE9D/CrashReportClient.ini b/ASN4_StateMachine/Saved/Config/CrashReportClient/UECC-Windows-F9BF8837415818506CE2CD9CC11BAE9D/CrashReportClient.ini new file mode 100644 index 0000000..473a414 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/CrashReportClient/UECC-Windows-F9BF8837415818506CE2CD9CC11BAE9D/CrashReportClient.ini @@ -0,0 +1,5 @@ +[CrashReportClient] +bHideLogFilesOption=false +bIsAllowedToCloseWithoutSending=true +CrashConfigPurgeDays=2 + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/Compat.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/Compat.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/Compat.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/ControlRig.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/ControlRig.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/ControlRig.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/DatasmithContent.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/DatasmithContent.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/DatasmithContent.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/DeviceProfiles.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/DeviceProfiles.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/DeviceProfiles.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/Editor.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/Editor.ini new file mode 100644 index 0000000..879ad14 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/Editor.ini @@ -0,0 +1,3 @@ +[/Script/UnrealEd.UnrealEdOptions] +UsingXGE=False + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/EditorPerProjectUserSettings.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/EditorPerProjectUserSettings.ini new file mode 100644 index 0000000..09eeafc --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/EditorPerProjectUserSettings.ini @@ -0,0 +1,1455 @@ +[/Script/UnrealEd.EditorPerProjectUserSettings] +bDisplayDocumentationLink=False +bDisplayActionListItemRefIds=False +bAlwaysGatherBehaviorTreeDebuggerData=False +bDisplayBlackboardKeysInAlphabeticalOrder=False +bUseSimplygonSwarm=False +SimplygonServerIP=127.0.0.1 +bEnableSwarmDebugging=False +SimplygonSwarmDelay=5000 +SwarmNumOfConcurrentJobs=16 +SwarmMaxUploadChunkSizeInMB=100 +SwarmIntermediateFolder=F:/Projects/College/GDN3113-SCD3/ASN4_StateMachine/Intermediate/Simplygon/ +bShowCompilerLogOnCompileError=False +DataSourceFolder=(Path="") +bAnimationReimportWarnings=False +bSCSEditorShowFloor=False +bAlwaysBuildUAT=True +SCSViewportCameraSpeed=4 +AssetViewerProfileName= +PreviewFeatureLevel=3 +PreviewPlatformName=None +PreviewShaderFormatName=None +PreviewShaderPlatformName=None +bPreviewFeatureLevelActive=False +bPreviewFeatureLevelWasDefault=True +PreviewDeviceProfileName=None + +[/Script/UnrealEd.EditorStyleSettings] +bColorVisionDeficiencyCorrection=False +bColorVisionDeficiencyCorrectionPreviewWithDeficiency=False +SelectionColor=(R=0.828000,G=0.364000,B=0.003000,A=1.000000) +bEnableEditorWindowBackgroundColor=False +EditorWindowBackgroundColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000) +bUseGrid=True +RegularColor=(R=0.035000,G=0.035000,B=0.035000,A=1.000000) +RuleColor=(R=0.008000,G=0.008000,B=0.008000,A=1.000000) +CenterColor=(R=0.000000,G=0.000000,B=0.000000,A=1.000000) +GridSnapSize=16 +GraphBackgroundBrush=(bIsDynamicallyLoaded=False,DrawAs=Image,Tiling=NoTile,Mirroring=NoMirror,ImageType=NoImage,ImageSize=(X=32.000000,Y=32.000000),Margin=(Left=0.000000,Top=0.000000,Right=0.000000,Bottom=0.000000),TintColor=(SpecifiedColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),ColorUseRule=UseColor_Specified),OutlineSettings=(CornerRadii=(X=0.000000,Y=0.000000,Z=0.000000,W=1.000000),Color=(SpecifiedColor=(R=0.000000,G=0.000000,B=0.000000,A=0.000000),ColorUseRule=UseColor_Specified),Width=0.000000,RoundingType=HalfHeightRadius,bUseBrushTransparency=False),ResourceObject=None,ResourceName="",UVRegion=(Min=(X=0.000000,Y=0.000000),Max=(X=0.000000,Y=0.000000),bIsValid=0)) +bShowNativeComponentNames=True +AssetEditorOpenLocation=Default +bEnableColorizedEditorTabs=True +CurrentAppliedTheme=134380265FBB4A9CA00A1DC9770217B8 + +[/Script/UnrealEd.LevelEditorPlaySettings] +LaptopScreenResolutions=(Description="Apple MacBook Air 11",Width=1366,Height=768,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") +LaptopScreenResolutions=(Description="Apple MacBook Air 13\"",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") +LaptopScreenResolutions=(Description="Apple MacBook Pro 13\"",Width=1280,Height=800,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") +LaptopScreenResolutions=(Description="Apple MacBook Pro 13\" (Retina)",Width=2560,Height=1600,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") +LaptopScreenResolutions=(Description="Apple MacBook Pro 15\"",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") +LaptopScreenResolutions=(Description="Apple MacBook Pro 15\" (Retina)",Width=2880,Height=1800,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") +LaptopScreenResolutions=(Description="Generic 14-15.6\" Notebook",Width=1366,Height=768,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") 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b/ASN4_StateMachine/Saved/Config/WindowsEditor/EditorScriptingUtilities.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/EditorScriptingUtilities.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/Engine.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/Engine.ini new file mode 100644 index 0000000..b183227 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/Engine.ini @@ -0,0 +1,70 @@ +[Core.System] +Paths=../../../Engine/Content +Paths=%GAMEDIR%Content +Paths=../../../Engine/Plugins/Bridge/Content +Paths=../../../Engine/Plugins/2D/Paper2D/Content +Paths=../../../Engine/Plugins/Animation/ControlRig/Content +Paths=../../../Engine/Plugins/Animation/ControlRigSpline/Content +Paths=../../../Engine/Plugins/FX/Niagara/Content +Paths=../../../Engine/Plugins/Animation/IKRig/Content +Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content +Paths=../../../Engine/Plugins/Enterprise/GLTFExporter/Content +Paths=../../../Engine/Plugins/VirtualProduction/Takes/Content +Paths=../../../Engine/Plugins/Editor/BlueprintHeaderView/Content +Paths=../../../Engine/Plugins/Editor/GeometryMode/Content +Paths=../../../Engine/Plugins/Editor/GLTFImporter/Content +Paths=../../../Engine/Plugins/Editor/ModelingToolsEditorMode/Content +Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content +Paths=../../../Engine/Plugins/Media/MediaCompositing/Content +Paths=../../../Engine/Plugins/Media/MediaPlate/Content +Paths=../../../Engine/Plugins/Runtime/AudioSynesthesia/Content +Paths=../../../Engine/Plugins/Runtime/AudioWidgets/Content +Paths=../../../Engine/Plugins/Runtime/GeometryProcessing/Content +Paths=../../../Engine/Plugins/Runtime/MeshModelingToolset/Content +Paths=../../../Engine/Plugins/Runtime/Metasound/Content +Paths=../../../Engine/Plugins/Runtime/ResonanceAudio/Content +Paths=../../../Engine/Plugins/Runtime/Synthesis/Content +Paths=../../../Engine/Plugins/Runtime/WaveTable/Content +Paths=../../../Engine/Plugins/Interchange/Runtime/Content +Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content +Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content +Paths=../../../Engine/Plugins/Experimental/ChaosCaching/Content +Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content +Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content +Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content +Paths=../../../Engine/Plugins/Experimental/Dataflow/Content +Paths=../../../Engine/Plugins/Experimental/FullBodyIK/Content +Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content +Paths=../../../Engine/Plugins/Experimental/GeometryFlow/Content +Paths=../../../Engine/Plugins/Experimental/MeshLODToolset/Content +Paths=../../../Engine/Plugins/Experimental/MeshModelingToolsetExp/Content +Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content 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a/ASN4_StateMachine/Saved/Config/WindowsEditor/Game.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/Game.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/Game.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/GameUserSettings.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/GameUserSettings.ini new file mode 100644 index 0000000..72b675b --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/GameUserSettings.ini @@ -0,0 +1,29 @@ +[/Script/Engine.GameUserSettings] +bUseVSync=False +bUseDynamicResolution=False +ResolutionSizeX=2560 +ResolutionSizeY=1440 +LastUserConfirmedResolutionSizeX=2560 +LastUserConfirmedResolutionSizeY=1440 +WindowPosX=-1 +WindowPosY=-1 +FullscreenMode=1 +LastConfirmedFullscreenMode=1 +PreferredFullscreenMode=1 +Version=5 +AudioQualityLevel=0 +LastConfirmedAudioQualityLevel=0 +FrameRateLimit=0.000000 +DesiredScreenWidth=1280 +bUseDesiredScreenHeight=False +DesiredScreenHeight=720 +LastUserConfirmedDesiredScreenWidth=1280 +LastUserConfirmedDesiredScreenHeight=720 +LastRecommendedScreenWidth=-1.000000 +LastRecommendedScreenHeight=-1.000000 +LastCPUBenchmarkResult=-1.000000 +LastGPUBenchmarkResult=-1.000000 +LastGPUBenchmarkMultiplier=1.000000 +bUseHDRDisplayOutput=False +HDRDisplayOutputNits=1000 + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/Hardware.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/Hardware.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/Hardware.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/Input.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/Input.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/Input.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/Interchange.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/Interchange.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/Interchange.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/Lightmass.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/Lightmass.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/Lightmass.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/Metasound.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/Metasound.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/Metasound.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/Niagara.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/Niagara.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/Niagara.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/ObjectMixerSerializedData.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/ObjectMixerSerializedData.ini new file mode 100644 index 0000000..35b1d0f --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/ObjectMixerSerializedData.ini @@ -0,0 +1,3 @@ +[/Script/ObjectMixerEditor.ObjectMixerEditorSerializedData] +SerializedDataPerFilter=() + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/Paper2D.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/Paper2D.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/Paper2D.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/RuntimeOptions.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/RuntimeOptions.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/RuntimeOptions.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/Scalability.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/Scalability.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/Scalability.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/Synthesis.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/Synthesis.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/Synthesis.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/TraceDataFilters.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/TraceDataFilters.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/TraceDataFilters.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WindowsEditor/VariantManagerContent.ini b/ASN4_StateMachine/Saved/Config/WindowsEditor/VariantManagerContent.ini new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/ASN4_StateMachine/Saved/Config/WindowsEditor/VariantManagerContent.ini @@ -0,0 +1 @@ + diff --git a/ASN4_StateMachine/Saved/Config/WorldState/1920393416.json b/ASN4_StateMachine/Saved/Config/WorldState/1920393416.json new file mode 100644 index 0000000..0a61ee5 Binary files /dev/null and b/ASN4_StateMachine/Saved/Config/WorldState/1920393416.json differ diff --git a/ASN4_StateMachine/Saved/SourceControl/UncontrolledChangelists.json b/ASN4_StateMachine/Saved/SourceControl/UncontrolledChangelists.json new file mode 100644 index 0000000..5effadc --- /dev/null +++ b/ASN4_StateMachine/Saved/SourceControl/UncontrolledChangelists.json @@ -0,0 +1,16 @@ +{ + "version": 1, + "changelists": [ + { + "guid": "00000000000000000000000000000000", + "description": "Default Uncontrolled Changelist", + "files": [ + "F:/Projects/College/GDN3113-SCD3/ASN4_StateMachine/Content/GDV_StateMachine/AC_State_Pause.uasset", + "F:/Projects/College/GDN3113-SCD3/ASN4_StateMachine/Content/GDV_StateMachine/BP_NavAgent.uasset", + "F:/Projects/College/GDN3113-SCD3/ASN4_StateMachine/Content/GDV_StateMachine/LevelExperiment.umap", + "F:/Projects/College/GDN3113-SCD3/ASN4_StateMachine/Content/GDV_StateMachine/AC_StateMachine.uasset", + "F:/Projects/College/GDN3113-SCD3/ASN4_StateMachine/Content/GDV_StateMachine/I_Machine.uasset" + ] + } + ] +} \ No newline at end of file