Basic Setup for ASN6_Sneaky

Setup for large project "Sneaky Sneaky"
This commit is contained in:
Randal Quick 2023-05-21 14:56:16 -04:00
parent de2c0d8106
commit ff6680c454
167 changed files with 8490 additions and 5 deletions

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@ -1,6 +1,6 @@
{ {
"FileVersion": 3, "FileVersion": 3,
"EngineAssociation": "5.0", "EngineAssociation": "5.1",
"Category": "", "Category": "",
"Description": "", "Description": "",
"Plugins": [ "Plugins": [

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[/Script/Engine.InputSettings]
-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="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

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ASN5_NPCSnManager/Content/SCD3_StateMachine/MI_Yellow.uasset (Stored with Git LFS) Normal file

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[Internationalization]
ShouldUseLocalizedNumericInput=True

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[/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="<MapName> Opens the specified map, doesn't pass previously set options")
ManualAutoCompleteList=(Command="Travel",Desc="<MapName> Travels to the specified map, passes along previously set options")
ManualAutoCompleteList=(Command="ServerTravel",Desc="<MapName> Travels to the specified map and brings clients along, passes along previously set options")
ManualAutoCompleteList=(Command="DisplayAll",Desc="<ClassName> <PropertyName> Display property values for instances of classname")
ManualAutoCompleteList=(Command="DisplayAllLocation",Desc="<ClassName> Display location for all instances of classname")
ManualAutoCompleteList=(Command="DisplayAllRotation",Desc="<ClassName> 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="<ClassName> <PropertyName> <Name=ObjectInstanceName> <OUTER=ObjectInstanceName> <SHOWDEFAULTS> <SHOWPENDINGKILLS> <DETAILED> Log property values of all instances of classname")
ManualAutoCompleteList=(Command="GetAllLocation",Desc="<ClassName> Log location for all instances of classname")
ManualAutoCompleteList=(Command="GetAllRotation",Desc="<ClassName> Log rotation for all instances of classname")
ManualAutoCompleteList=(Command="Obj List ",Desc="<Class=ClassName> <Type=MetaClass> <Outer=OuterObject> <Package=InsidePackage> <Inside=InsideObject>")
ManualAutoCompleteList=(Command="Obj ListContentRefs",Desc="<Class=ClassName> <ListClass=ClassName>")
ManualAutoCompleteList=(Command="Obj Classes",Desc="Shows all classes")
ManualAutoCompleteList=(Command="Obj Refs",Desc="Name=<ObjectName> Class=<OptionalObjectClass> Lists referencers of the specified object")
ManualAutoCompleteList=(Command="EditActor",Desc="<Class=ClassName> or <Name=ObjectName> or TRACE")
ManualAutoCompleteList=(Command="EditDefault",Desc="<Class=ClassName>")
ManualAutoCompleteList=(Command="EditObject",Desc="<Class=ClassName> or <Name=ObjectName> or <ObjectName>")
ManualAutoCompleteList=(Command="ReloadCfg ",Desc="<Class/ObjectName> Reloads config variables for the specified object/class")
ManualAutoCompleteList=(Command="ReloadLoc ",Desc="<Class/ObjectName> Reloads localized variables for the specified object/class")
ManualAutoCompleteList=(Command="Set ",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname")
ManualAutoCompleteList=(Command="SetNoPEC",Desc="<ClassName> <PropertyName> <Value> 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="<Groups/Sets/Group> 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="<UObject DLL Hot Reload> Attempts to recompile a UObject DLL and reload it on the fly")
ManualAutoCompleteList=(Command="au.debug.AudioDebugSound",Desc="<filter> 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="<filter> 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=<name> Type=<type> Vol=<vol> Sets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name")
ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundClass",Desc="<name> [nonexclusive] Solos sounds using this USoundClass. If nonexclusive, existing solos will persist")
ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundCue",Desc="<name> [nonexclusive] Solos any type of USoundBase. If nonexclusive, existing solos will persist")
ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundWave",Desc="<name> [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="<name> Plays the given soundwave")
ManualAutoCompleteList=(Command="au.debug.ResetSoundState",Desc="Resets volumes to default and removes test filters")
ManualAutoCompleteList=(Command="au.debug.SetBaseSoundMix",Desc="<MixName> 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="<DesiredClass> Toggles 'ShowDebug' from showing debug info between reticle target actor (of subclass <DesiredClass>) 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): <?> <sort=class|distance|name|priority|time|volume|waves> <-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="<category> <level> Change verbosity level for a log category")
ManualAutoCompleteList=(Command="Log list",Desc="<search string> 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=<All|Actor|Class>")
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=<All|Actor|Class>")
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)

View File

@ -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

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@ -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

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[CrashReportClient]
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bIsAllowedToCloseWithoutSending=true
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[CrashReportClient]
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[/Script/UnrealEd.UnrealEdOptions]
UsingXGE=False

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[Core.System]
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../Engine/Plugins/Bridge/Content
Paths=../../../Engine/Plugins/2D/Paper2D/Content
Paths=../../../Engine/Plugins/Animation/ControlRigSpline/Content
Paths=../../../Engine/Plugins/Animation/IKRig/Content
Paths=../../../Engine/Plugins/Animation/ControlRig/Content
Paths=../../../Engine/Plugins/FX/Niagara/Content
Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
Paths=../../../Engine/Plugins/Enterprise/GLTFExporter/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/MovieScene/SequencerScripting/Content
Paths=../../../Engine/Plugins/Editor/BlueprintHeaderView/Content
Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
Paths=../../../Engine/Plugins/Editor/GLTFImporter/Content
Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
Paths=../../../Engine/Plugins/VirtualProduction/Takes/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/MeshModelingToolsetExp/Content
Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
Paths=../../../Engine/Plugins/Experimental/UVEditor/Content
Paths=../../../Engine/Plugins/Editor/ObjectMixer/ObjectMixer/Content
Paths=../../../Engine/Plugins/Editor/ObjectMixer/LightMixer/Content
[/Script/UnrealEd.UnrealEdEngine]
TemplateMapInfos=(ThumbnailTexture=None,Thumbnail="/Engine/Maps/Templates/Thumbnails/OpenWorld.OpenWorld",Map="/Engine/Maps/Templates/OpenWorld",DisplayName="Open World",Category="OpenWorld")
TemplateMapInfos=(ThumbnailTexture=None,Thumbnail="/Engine/Maps/Templates/Thumbnails/Basic.Basic",Map="/Engine/Maps/Templates/Template_Default",DisplayName="Basic",Category="")
[/Script/AndroidPlatformEditor.AndroidSDKSettings]
SDKPath=(Path="")
NDKPath=(Path="")
JavaPath=(Path="")
[/Script/UdpMessaging.UdpMessagingSettings]
EnabledByDefault=False
EnableTransport=True
bAutoRepair=True
MaxSendRate=1.000000
AutoRepairAttemptLimit=10
WorkQueueSize=1024
bStopServiceWhenAppDeactivates=True
UnicastEndpoint=0.0.0.0:0
MulticastEndpoint=230.0.0.1:6666
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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
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bUseHDRDisplayOutput=False
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<?xml version="1.0" encoding="UTF-8"?>
<FGenericCrashContext>
<RuntimeProperties>
<CrashVersion>3</CrashVersion>
<ExecutionGuid>DE1E5F9744DFC67048DE179322346A09</ExecutionGuid>
<CrashGUID>UECC-Windows-EF00CA254B668CF4854EFCBA948AC880_0000</CrashGUID>
<IsEnsure>true</IsEnsure>
<IsStall>false</IsStall>
<IsAssert>false</IsAssert>
<CrashType>Ensure</CrashType>
<ErrorMessage>Ensure condition failed: FPackageName::TryConvertFilenameToLongPackageName(DefaultLocation / FinalPackageFilename, DefaultPackagePath) [File:D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\FileHelpers.cpp] [Line: 3339] Stack: 0x00007fff4c68d81a UnrealEditor-UnrealEd.dll!UnknownFunction [] 0x00007fff4c68c843 UnrealEditor-UnrealEd.dll!UnknownFunction [] 0x00007fff4c6bc27b UnrealEditor-UnrealEd.dll!UnknownFunction [] 0x00007fff4c6bc450 UnrealEditor-UnrealEd.dll!UnknownFunction [] 0x00007fff4c68e78d UnrealEditor-UnrealEd.dll!UnknownFunction [] 0x00007fff4c6d04b1 UnrealEditor-UnrealEd.dll!UnknownFunction [] 0x00007fff24f33468 UnrealEditor-MainFrame.dll!UnknownFunction [] 0x00007fff24f15267 UnrealEditor-MainFrame.dll!UnknownFunction [] 0x00007fff60d70b21 UnrealEditor-Slate.dll!UnknownFunction [] 0x00007fff60e814b6 UnrealEditor-Slate.dll!UnknownFunction [] 0x00007fff60e85700 UnrealEditor-Slate.dll!UnknownFunction [] 0x00007fff60e59a64 UnrealEditor-Slate.dll!UnknownFunction [] 0x00007fff60f008d6 UnrealEditor-Slate.dll!UnknownFunction [] 0x00007fff60f26a73 UnrealEditor-Slate.dll!UnknownFunction [] 0x00007fff60e8712c UnrealEditor-Slate.dll!UnknownFunction [] 0x00007fff60cba508 UnrealEditor-Slate.dll!UnknownFunction [] 0x00007fff60c9ffca UnrealEditor-Slate.dll!UnknownFunction [] 0x00007fff60d06863 UnrealEditor-Slate.dll!UnknownFunction [] 0x00007fff60cf5343 UnrealEditor-Slate.dll!UnknownFunction [] 0x00007fff60ceafec UnrealEditor-Slate.dll!UnknownFunction [] 0x00007fffdbd619a2 UnrealEditor-ApplicationCore.dll!UnknownFunction [] 0x00007fffdbd467d1 UnrealEditor-ApplicationCore.dll!UnknownFunction [] 0x00007fffdbd64391 UnrealEditor-ApplicationCore.dll!UnknownFunction [] 0x00007fffdbd3ff93 UnrealEditor-ApplicationCore.dll!UnknownFunction [] 0x00007ff8039e8231 USER32.dll!UnknownFunction [] 0x00007ff8039e7cf1 USER32.dll!UnknownFunction [] 0x00007fffdbd65849 UnrealEditor-ApplicationCore.dll!UnknownFunction [] 0x00007ff7bc8a7332 UnrealEditor.exe!UnknownFunction [] 0x00007ff7bc8c287d Unr</ErrorMessage>
<CrashReporterMessage />
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<SecondsSinceStart>6532</SecondsSinceStart>
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<CommandLine>CommandLineRemoved</CommandLine>
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<BuildVersion>++UE5+Release-5.1-CL-23901901</BuildVersion>
<Symbols>**UE5*Release-5.1-CL-23901901-Win64-Development</Symbols>
<IsUERelease>true</IsUERelease>
<IsRequestingExit>false</IsRequestingExit>
<UserName />
<BaseDir>F:/Game Engines/UE_5.1/Engine/Binaries/Win64/</BaseDir>
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<Misc.NumberOfCoresIncludingHyperthreads>16</Misc.NumberOfCoresIncludingHyperthreads>
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<IsCrashed>true</IsCrashed>
<Registers />
<ThreadID>51788</ThreadID>
<ThreadName>GameThread</ThreadName>
</Thread>
</Threads>
<TimeOfCrash>638199768878400000</TimeOfCrash>
<bAllowToBeContacted>1</bAllowToBeContacted>
<PlatformFullName>Win64 [Windows 11 (22H2) [10.0.22621.1702] 64b]</PlatformFullName>
<CPUBrand>AMD Ryzen 7 3700X 8-Core Processor</CPUBrand>
<CrashReportClientVersion>1.0</CrashReportClientVersion>
<Modules>F:\Game Engines\UE_5.1\Engine\Binaries\Win64\tbb.dll
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F:\Game Engines\UE_5.1\Engine\Plugins\Media\WebMMedia\Binaries\Win64\UnrealEditor-WebMMediaFactory.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Media\WebMMedia\Binaries\Win64\UnrealEditor-WebMMediaEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Media\ImgMedia\Binaries\Win64\UnrealEditor-ImgMediaEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Media\AvfMedia\Binaries\Win64\UnrealEditor-AvfMediaFactory.dll
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F:\Game Engines\UE_5.1\Engine\Plugins\Media\AndroidMedia\Binaries\Win64\UnrealEditor-AndroidMediaFactory.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Media\AndroidMedia\Binaries\Win64\UnrealEditor-AndroidMediaEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Animation\IKRig\Binaries\Win64\UnrealEditor-IKRigEditor.dll
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SessionMessages.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-PlacementMode.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-LandscapeEditor.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ViewportSnapping.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ClothPainter.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-LogVisualizer.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\IOS\UnrealEditor-IOSPlatformEditor.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\Android\UnrealEditor-AndroidDeviceDetection.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\Android\UnrealEditor-AndroidPlatformEditor.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-HoloLensPlatformEditor.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\IOS\UnrealEditor-IOSRuntimeSettings.dll
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-VirtualizationEditor.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-CSVtoSVG.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-WorldPartitionEditor.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-InputBindingEditor.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MergeActors.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-LocalizationService.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-LocalizationDashboard.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-DeviceProfileEditor.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ProjectTargetPlatformEditor.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ProjectSettingsViewer.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-EditorSettingsViewer.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SettingsEditor.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ProjectLauncher.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ProfilerClient.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-DeviceManager.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AutomationWindow.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-PackagesDialog.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AnimationBlueprintEditor.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-StructViewer.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-NaniteTools.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SourceControlWindowExtender.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-OutputLog.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Documentation.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-LiveCoding.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-StreamingPauseRendering.dll
F:\Game Engines\UE_5.1\Engine\Binaries\ThirdParty\Windows\XAudio2_9\x64\xaudio2_9redist.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AudioMixerXAudio2.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-BinkAudioDecoder.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-LauncherPlatform.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-PortalServices.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-PortalRpc.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MessagingRpc.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AITestSuite.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-LevelInstanceEditor.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ProfilerService.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ProfilerMessages.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-TaskGraph.dll
F:\Game Engines\UE_5.1\Engine\Plugins\VirtualProduction\Takes\Binaries\Win64\UnrealEditor-TakeRecorderSources.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\AudioSynesthesia\Binaries\Win64\UnrealEditor-AudioSynesthesiaEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Bridge\Binaries\Win64\UnrealEditor-Bridge.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Bridge\Binaries\Win64\UnrealEditor-MegascansPlugin.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-WebBrowser.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-CEF3Utils.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\ObjectMixer\LightMixer\Binaries\Win64\UnrealEditor-LightMixer.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\ObjectMixer\ObjectMixer\Binaries\Win64\UnrealEditor-ObjectMixerEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\ContentBrowser\ContentBrowserClassDataSource\Binaries\Win64\UnrealEditor-ContentBrowserClassDataSource.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-CollectionManager.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Binaries\Win64\UnrealEditor-ContentBrowserAssetDataSource.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\UVEditor\Binaries\Win64\UnrealEditor-UVEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\UVEditor\Binaries\Win64\UnrealEditor-UVEditorToolsEditorOnly.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\UVEditor\Binaries\Win64\UnrealEditor-UVEditorTools.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\OpenImageDenoise\Binaries\Win64\UnrealEditor-OpenImageDenoise.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\MeshModelingToolsetExp\Binaries\Win64\UnrealEditor-ModelingEditorUI.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\MeshModelingToolsetExp\Binaries\Win64\UnrealEditor-GeometryProcessingAdapters.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\MeshModelingToolsetExp\Binaries\Win64\UnrealEditor-MeshModelingToolsEditorOnlyExp.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\MeshModelingToolsetExp\Binaries\Win64\UnrealEditor-MeshModelingToolsExp.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\GeometryCollectionPlugin\Binaries\Win64\UnrealEditor-GeometryCollectionSequencer.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\GeometryCollectionPlugin\Binaries\Win64\UnrealEditor-GeometryCollectionTracks.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\GeometryCollectionPlugin\Binaries\Win64\UnrealEditor-GeometryCollectionEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\Dataflow\Binaries\Win64\UnrealEditor-DataflowNodes.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\Dataflow\Binaries\Win64\UnrealEditor-DataflowEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\ChaosSolverPlugin\Binaries\Win64\UnrealEditor-ChaosSolverEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\ChaosNiagara\Binaries\Win64\UnrealEditor-ChaosNiagara.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\ChaosEditor\Binaries\Win64\UnrealEditor-FractureEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\PlanarCutPlugin\Binaries\Win64\UnrealEditor-PlanarCut.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\ChaosClothEditor\Binaries\Win64\UnrealEditor-ChaosClothEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\BackChannel\Binaries\Win64\UnrealEditor-BackChannel.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\AutomationUtils\Binaries\Win64\UnrealEditor-AutomationUtilsEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\AutomationUtils\Binaries\Win64\UnrealEditor-AutomationUtils.dll
F:\Game Engines\UE_5.1\Engine\Plugins\VirtualProduction\Takes\Binaries\Win64\UnrealEditor-TakeSequencer.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Tests\InterchangeTests\Binaries\Win64\UnrealEditor-InterchangeTestEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Tests\InterchangeTests\Binaries\Win64\UnrealEditor-InterchangeTests.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Developer\VisualStudioSourceCodeAccess\Binaries\Win64\UnrealEditor-VisualStudioSourceCodeAccess.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Binaries\Win64\UnrealEditor-VisualStudioCodeSourceCodeAccess.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Developer\UObjectPlugin\Binaries\Win64\UnrealEditor-UObjectPlugin.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Developer\SubversionSourceControl\Binaries\Win64\UnrealEditor-SubversionSourceControl.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Developer\RiderSourceCodeAccess\Binaries\Win64\UnrealEditor-RiderSourceCodeAccess.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Developer\PlasticSourceControl\Binaries\Win64\UnrealEditor-PlasticSourceControl.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Developer\GitSourceControl\Binaries\Win64\UnrealEditor-GitSourceControl.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Developer\DumpGPUServices\Binaries\Win64\UnrealEditor-DumpGPUServices.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\WorldPartitionHLODUtilities\Binaries\Win64\UnrealEditor-WorldPartitionHLODUtilities.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\SpeedTreeImporter\Binaries\Win64\UnrealEditor-SpeedTreeImporter.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\SequencerAnimTools\Binaries\Win64\UnrealEditor-SequencerAnimTools.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Animation\ControlRig\Binaries\Win64\UnrealEditor-ControlRigEditor.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AnimationEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\MovieScene\LevelSequenceEditor\Binaries\Win64\UnrealEditor-LevelSequenceEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\PluginBrowser\Binaries\Win64\UnrealEditor-PluginBrowser.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Developer\PluginUtils\Binaries\Win64\UnrealEditor-PluginUtils.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\MobileLauncherProfileWizard\Binaries\Win64\UnrealEditor-MobileLauncherProfileWizard.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Developer\CLionSourceCodeAccess\Binaries\Win64\UnrealEditor-CLionSourceCodeAccess.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\MaterialAnalyzer\Binaries\Win64\UnrealEditor-MaterialAnalyzer.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Developer\AnimationSharing\Binaries\Win64\UnrealEditor-AnimationSharingEd.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\GLTFImporter\Binaries\Win64\UnrealEditor-GLTFImporter.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\EditorScriptingUtilities\Binaries\Win64\UnrealEditor-EditorScriptingUtilities.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-StaticMeshEditor.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SkeletalMeshEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\EditorDebugTools\Binaries\Win64\UnrealEditor-EditorDebugTools.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\CurveEditorTools\Binaries\Win64\UnrealEditor-CurveEditorTools.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\CryptoKeys\Binaries\Win64\UnrealEditor-CryptoKeys.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\CryptoKeys\Binaries\Win64\UnrealEditor-CryptoKeysOpenSSL.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\BlueprintHeaderView\Binaries\Win64\UnrealEditor-BlueprintHeaderView.dll
F:\Game Engines\UE_5.1\Engine\Plugins\MovieScene\SequencerScripting\Binaries\Win64\UnrealEditor-SequencerScriptingEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\MovieScene\SequencerScripting\Binaries\Win64\UnrealEditor-SequencerScripting.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Interchange\Runtime\Binaries\Win64\UnrealEditor-InterchangeFbxParser.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Interchange\Runtime\Binaries\Win64\UnrealEditor-InterchangeExport.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Interchange\Runtime\Binaries\Win64\UnrealEditor-InterchangeMessages.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Interchange\Editor\Binaries\Win64\UnrealEditor-InterchangeEditorUtilities.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Interchange\Editor\Binaries\Win64\UnrealEditor-InterchangeResultsBrowser.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Interchange\Editor\Binaries\Win64\UnrealEditor-InterchangeEditorPipelines.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\Synthesis\Binaries\Win64\UnrealEditor-SynthesisEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\ResonanceAudio\Binaries\Win64\UnrealEditor-ResonanceAudio.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\ProceduralMeshComponent\Binaries\Win64\UnrealEditor-ProceduralMeshComponentEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\MobilePatchingUtils\Binaries\Win64\UnrealEditor-MobilePatchingUtils.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\MeshModelingToolset\Binaries\Win64\UnrealEditor-MeshModelingToolsEditorOnly.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\MeshModelingToolset\Binaries\Win64\UnrealEditor-ModelingOperatorsEditorOnly.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\MeshModelingToolset\Binaries\Win64\UnrealEditor-MeshModelingTools.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\MeshModelingToolset\Binaries\Win64\UnrealEditor-ModelingOperators.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\InputDebugging\Binaries\Win64\UnrealEditor-InputDebugging.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\GooglePAD\Binaries\Win64\UnrealEditor-GooglePAD.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\GeometryCache\Binaries\Win64\UnrealEditor-GeometryCacheStreamer.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\GeometryCache\Binaries\Win64\UnrealEditor-GeometryCacheSequencer.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\GeometryCache\Binaries\Win64\UnrealEditor-GeometryCacheTracks.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\ArchVisCharacter\Binaries\Win64\UnrealEditor-ArchVisCharacter.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\AssetTags\Binaries\Win64\UnrealEditor-AssetTags.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AudioCaptureRtAudio.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\AudioCapture\Binaries\Win64\UnrealEditor-AudioCapture.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AudioCaptureCore.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\AppleImageUtils\Binaries\Win64\UnrealEditor-AppleImageUtilsBlueprintSupport.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\AppleImageUtils\Binaries\Win64\UnrealEditor-AppleImageUtils.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\AndroidPermission\Binaries\Win64\UnrealEditor-AndroidPermission.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Media\MediaPlate\Binaries\Win64\UnrealEditor-MediaPlateEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\MeshModelingToolset\Binaries\Win64\UnrealEditor-ModelingComponentsEditorOnly.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\MeshModelingToolset\Binaries\Win64\UnrealEditor-ModelingComponents.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\GeometryProcessing\Binaries\Win64\UnrealEditor-DynamicMesh.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\GeometryProcessing\Binaries\Win64\UnrealEditor-GeometryAlgorithms.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-GeometryFramework.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Media\MediaPlayerEditor\Binaries\Win64\UnrealEditor-MediaPlayerEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Media\MediaCompositing\Binaries\Win64\UnrealEditor-MediaCompositingEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Media\MediaPlate\Binaries\Win64\UnrealEditor-MediaPlate.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\ActorLayerUtilities\Binaries\Win64\UnrealEditor-ActorLayerUtilitiesEditor.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Layers.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\ActorLayerUtilities\Binaries\Win64\UnrealEditor-ActorLayerUtilities.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\GeometryCache\Binaries\Win64\UnrealEditor-GeometryCacheEd.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Importers\AlembicImporter\Binaries\Win64\UnrealEditor-AlembicImporter.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Importers\AlembicImporter\Binaries\Win64\UnrealEditor-AlembicLibrary.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\GeometryCache\Binaries\Win64\UnrealEditor-GeometryCache.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Media\MediaCompositing\Binaries\Win64\UnrealEditor-MediaCompositing.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Media\ImgMedia\Binaries\Win64\UnrealEditor-ImgMedia.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Media\ImgMedia\Binaries\Win64\UnrealEditor-OpenExrWrapper.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Media\ImgMedia\Binaries\Win64\UnrealEditor-ImgMediaFactory.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Enterprise\VariantManagerContent\Binaries\Win64\UnrealEditor-VariantManagerContentEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Enterprise\DatasmithContent\Binaries\Win64\UnrealEditor-DatasmithContentEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Compression\OodleNetwork\Binaries\Win64\UnrealEditor-OodleNetworkHandlerComponent.dll
F:\Game Engines\UE_5.1\Engine\Plugins\FX\Niagara\Binaries\Win64\UnrealEditor-NiagaraEditorWidgets.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Animation\BlendSpaceMotionAnalysis\Binaries\Win64\UnrealEditor-BlendSpaceMotionAnalysis.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Animation\AnimationModifierLibrary\Binaries\Win64\UnrealEditor-AnimationModifierLibrary.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Animation\ControlRigSpline\Binaries\Win64\UnrealEditor-ControlRigSpline.dll
F:\Game Engines\UE_5.1\Engine\Plugins\2D\Paper2D\Binaries\Win64\UnrealEditor-PaperTiledImporter.dll
F:\Game Engines\UE_5.1\Engine\Plugins\2D\Paper2D\Binaries\Win64\UnrealEditor-PaperSpriteSheetImporter.dll
F:\Game Engines\UE_5.1\Engine\Plugins\2D\Paper2D\Binaries\Win64\UnrealEditor-Paper2DEditor.dll
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MeshPaint.dll
F:\Game Engines\UE_5.1\Engine\Plugins\TraceUtilities\Binaries\Win64\UnrealEditor-EditorTraceUtilities.dll
F:\Game Engines\UE_5.1\Engine\Plugins\TraceUtilities\Binaries\Win64\UnrealEditor-TraceUtilities.dll
F:\Game Engines\UE_5.1\Engine\Plugins\MeshPainting\Binaries\Win64\UnrealEditor-MeshPaintEditorMode.dll
F:\Game Engines\UE_5.1\Engine\Plugins\MeshPainting\Binaries\Win64\UnrealEditor-MeshPaintingToolset.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Interchange\Runtime\Binaries\Win64\UnrealEditor-InterchangePipelines.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Interchange\Runtime\Binaries\Win64\UnrealEditor-InterchangeImport.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Interchange\Runtime\Binaries\Win64\UnrealEditor-InterchangeFactoryNodes.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Interchange\Runtime\Binaries\Win64\UnrealEditor-InterchangeNodes.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Enterprise\VariantManager\Binaries\Win64\UnrealEditor-VariantManager.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Interchange\Runtime\Binaries\Win64\UnrealEditor-InterchangeDispatcher.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Interchange\Runtime\Binaries\Win64\UnrealEditor-InterchangeCommonParser.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\GLTFImporter\Binaries\Win64\UnrealEditor-GLTFCore.dll
F:\Game Engines\UE_5.1\Engine\Plugins\EnhancedInput\Binaries\Win64\UnrealEditor-InputEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\PythonScriptPlugin\Binaries\Win64\UnrealEditor-PythonScriptPlugin.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Editor\ContentBrowser\ContentBrowserFileDataSource\Binaries\Win64\UnrealEditor-ContentBrowserFileDataSource.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\FullBodyIK\Binaries\Win64\UnrealEditor-FullBodyIK.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\ChaosCaching\Binaries\Win64\UnrealEditor-ChaosCachingEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\VirtualProduction\Takes\Binaries\Win64\UnrealEditor-TakeRecorder.dll
F:\Game Engines\UE_5.1\Engine\Plugins\VirtualProduction\Takes\Binaries\Win64\UnrealEditor-TakeTrackRecorders.dll
F:\Game Engines\UE_5.1\Engine\Plugins\VirtualProduction\Takes\Binaries\Win64\UnrealEditor-TakeMovieScene.dll
F:\Game Engines\UE_5.1\Engine\Plugins\VirtualProduction\Takes\Binaries\Win64\UnrealEditor-TakesCore.dll
F:\Game Engines\UE_5.1\Engine\Plugins\AI\EnvironmentQueryEditor\Binaries\Win64\UnrealEditor-EnvironmentQueryEditor.dll
F:\Game Engines\UE_5.1\Engine\Plugins\Messaging\TcpMessaging\Binaries\Win64\UnrealEditor-TcpMessaging.dll
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+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

View File

@ -0,0 +1,31 @@
[/Script/HoloLensPlatformEditor.HoloLensTargetSettings]
bBuildForEmulation=False
bBuildForDevice=True
bUseNameForLogo=True
bBuildForRetailWindowsStore=False
bAutoIncrementVersion=False
bShouldCreateAppInstaller=False
AppInstallerInstallationURL=
HoursBetweenUpdateChecks=0
bEnablePIXProfiling=False
TileBackgroundColor=(B=64,G=0,R=0,A=255)
SplashScreenBackgroundColor=(B=64,G=0,R=0,A=255)
+PerCultureResources=(CultureId="",Strings=(PackageDisplayName="",PublisherDisplayName="",PackageDescription="",ApplicationDisplayName="",ApplicationDescription=""),Images=())
TargetDeviceFamily=Windows.Holographic
MinimumPlatformVersion=
MaximumPlatformVersionTested=10.0.19041.0
MaxTrianglesPerCubicMeter=500.000000
SpatialMeshingVolumeSize=20.000000
CompilerVersion=Default
Windows10SDKVersion=10.0.18362.0
+CapabilityList=internetClientServer
+CapabilityList=privateNetworkClientServer
+Uap2CapabilityList=spatialPerception
bSetDefaultCapabilities=False
SpatializationPlugin=
ReverbPlugin=
OcclusionPlugin=
SoundCueCookQualityIndex=-1

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ASN6_Sneaky/Content/SCD3_StateMachine/AC_BaseState.uasset (Stored with Git LFS) Normal file

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ASN6_Sneaky/Content/SCD3_StateMachine/AC_State_Patrol.uasset (Stored with Git LFS) Normal file

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