Basic Setup for ASN6_Sneaky
Setup for large project "Sneaky Sneaky"
This commit is contained in:
parent
de2c0d8106
commit
ff6680c454
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{
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{
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"FileVersion": 3,
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"FileVersion": 3,
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"EngineAssociation": "5.0",
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"EngineAssociation": "5.1",
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"Category": "",
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"Category": "",
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"Description": "",
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"Description": "",
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"Plugins": [
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"Plugins": [
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85
ASN5_NPCSnManager/Config/DefaultInput.ini
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85
ASN5_NPCSnManager/Config/DefaultInput.ini
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[/Script/Engine.InputSettings]
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-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
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-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
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-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
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+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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bAltEnterTogglesFullscreen=True
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bF11TogglesFullscreen=True
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bUseMouseForTouch=False
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bEnableMouseSmoothing=True
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bEnableFOVScaling=True
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bCaptureMouseOnLaunch=True
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bEnableLegacyInputScales=True
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bEnableMotionControls=True
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bFilterInputByPlatformUser=False
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bShouldFlushPressedKeysOnViewportFocusLost=True
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bEnableDynamicComponentInputBinding=True
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bAlwaysShowTouchInterface=False
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bShowConsoleOnFourFingerTap=True
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bEnableGestureRecognizer=False
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bUseAutocorrect=False
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DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
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DefaultViewportMouseLockMode=LockOnCapture
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FOVScale=0.011110
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DoubleClickTime=0.200000
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DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
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DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
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DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
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-ConsoleKeys=Tilde
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+ConsoleKeys=Tilde
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BIN
ASN5_NPCSnManager/Content/SCD3_StateMachine/AgentManager.umap
(Stored with Git LFS)
BIN
ASN5_NPCSnManager/Content/SCD3_StateMachine/AgentManager.umap
(Stored with Git LFS)
Binary file not shown.
BIN
ASN5_NPCSnManager/Content/SCD3_StateMachine/BP_NavAgent.uasset
(Stored with Git LFS)
BIN
ASN5_NPCSnManager/Content/SCD3_StateMachine/BP_NavAgent.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
ASN5_NPCSnManager/Content/SCD3_StateMachine/MI_Grey.uasset
(Stored with Git LFS)
Normal file
BIN
ASN5_NPCSnManager/Content/SCD3_StateMachine/MI_Grey.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
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ASN5_NPCSnManager/Content/SCD3_StateMachine/MI_Yellow.uasset
(Stored with Git LFS)
Normal file
BIN
ASN5_NPCSnManager/Content/SCD3_StateMachine/MI_Yellow.uasset
(Stored with Git LFS)
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Binary file not shown.
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ASN5_NPCSnManager/Intermediate/CachedAssetRegistry.bin
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BIN
ASN5_NPCSnManager/Intermediate/CachedAssetRegistry.bin
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[Internationalization]
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ShouldUseLocalizedNumericInput=True
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[/Script/Engine.InputSettings]
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bEnableMouseSmoothing=True
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bEnableFOVScaling=True
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FOVScale=0.011110
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DoubleClickTime=0.200000
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DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
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bAlwaysShowTouchInterface=False
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bShowConsoleOnFourFingerTap=True
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bAltEnterTogglesFullscreen=True
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bF11TogglesFullscreen=True
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bRequireCtrlToNavigateAutoComplete=False
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bEnableGestureRecognizer=False
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TriggerKeyIsConsideredPressed=0.75
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TriggerKeyIsConsideredReleased=0.25
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InitialButtonRepeatDelay=0.2
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ButtonRepeatDelay=0.1
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AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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||||||
|
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)
|
||||||
|
|
BIN
ASN5_NPCSnManager/Intermediate/ReimportCache/3688439234.bin
Normal file
BIN
ASN5_NPCSnManager/Intermediate/ReimportCache/3688439234.bin
Normal file
Binary file not shown.
@ -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
|
||||||
|
|
@ -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
|
||||||
|
|
BIN
ASN5_NPCSnManager/Saved/AutoScreenshot.png
(Stored with Git LFS)
Normal file
BIN
ASN5_NPCSnManager/Saved/AutoScreenshot.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/AgentManager_Auto1.umap
(Stored with Git LFS)
Normal file
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/AgentManager_Auto1.umap
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/AgentManager_Auto2.umap
(Stored with Git LFS)
Normal file
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/AgentManager_Auto2.umap
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/AgentManager_Auto3.umap
(Stored with Git LFS)
Normal file
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/AgentManager_Auto3.umap
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/AgentManager_Auto4.umap
(Stored with Git LFS)
Normal file
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/AgentManager_Auto4.umap
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/AgentManager_Auto5.umap
(Stored with Git LFS)
Normal file
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/AgentManager_Auto5.umap
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/AgentManager_Auto6.umap
(Stored with Git LFS)
Normal file
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/AgentManager_Auto6.umap
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/AgentManager_Auto7.umap
(Stored with Git LFS)
Normal file
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/AgentManager_Auto7.umap
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/BP_NavAgent_Auto3.uasset
(Stored with Git LFS)
Normal file
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/BP_NavAgent_Auto3.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/BP_NavAgent_Auto4.uasset
(Stored with Git LFS)
Normal file
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/BP_NavAgent_Auto4.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/BP_NavAgent_Auto6.uasset
(Stored with Git LFS)
Normal file
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/BP_NavAgent_Auto6.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/BP_NavAgent_Auto7.uasset
(Stored with Git LFS)
Normal file
BIN
ASN5_NPCSnManager/Saved/Autosaves/Game/SCD3_StateMachine/BP_NavAgent_Auto7.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN5_NPCSnManager/Saved/Autosaves/PackageRestoreData.json
Normal file
BIN
ASN5_NPCSnManager/Saved/Autosaves/PackageRestoreData.json
Normal file
Binary file not shown.
@ -0,0 +1,5 @@
|
|||||||
|
[CrashReportClient]
|
||||||
|
bHideLogFilesOption=false
|
||||||
|
bIsAllowedToCloseWithoutSending=true
|
||||||
|
CrashConfigPurgeDays=2
|
||||||
|
|
@ -0,0 +1,5 @@
|
|||||||
|
[CrashReportClient]
|
||||||
|
bHideLogFilesOption=false
|
||||||
|
bIsAllowedToCloseWithoutSending=true
|
||||||
|
CrashConfigPurgeDays=2
|
||||||
|
|
1
ASN5_NPCSnManager/Saved/Config/WindowsEditor/Compat.ini
Normal file
1
ASN5_NPCSnManager/Saved/Config/WindowsEditor/Compat.ini
Normal file
@ -0,0 +1 @@
|
|||||||
|
|
@ -0,0 +1 @@
|
|||||||
|
|
@ -0,0 +1 @@
|
|||||||
|
|
@ -0,0 +1 @@
|
|||||||
|
|
3
ASN5_NPCSnManager/Saved/Config/WindowsEditor/Editor.ini
Normal file
3
ASN5_NPCSnManager/Saved/Config/WindowsEditor/Editor.ini
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
[/Script/UnrealEd.UnrealEdOptions]
|
||||||
|
UsingXGE=False
|
||||||
|
|
File diff suppressed because one or more lines are too long
@ -0,0 +1 @@
|
|||||||
|
|
67
ASN5_NPCSnManager/Saved/Config/WindowsEditor/Engine.ini
Normal file
67
ASN5_NPCSnManager/Saved/Config/WindowsEditor/Engine.ini
Normal file
@ -0,0 +1,67 @@
|
|||||||
|
[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
|
||||||
|
MessageFormat=CborPlatformEndianness
|
||||||
|
MulticastTimeToLive=1
|
||||||
|
EnableTunnel=False
|
||||||
|
TunnelUnicastEndpoint=
|
||||||
|
TunnelMulticastEndpoint=
|
||||||
|
|
@ -0,0 +1 @@
|
|||||||
|
|
@ -0,0 +1 @@
|
|||||||
|
|
@ -0,0 +1 @@
|
|||||||
|
|
1
ASN5_NPCSnManager/Saved/Config/WindowsEditor/Game.ini
Normal file
1
ASN5_NPCSnManager/Saved/Config/WindowsEditor/Game.ini
Normal file
@ -0,0 +1 @@
|
|||||||
|
|
@ -0,0 +1,29 @@
|
|||||||
|
[/Script/Engine.GameUserSettings]
|
||||||
|
bUseVSync=False
|
||||||
|
bUseDynamicResolution=False
|
||||||
|
ResolutionSizeX=2560
|
||||||
|
ResolutionSizeY=1440
|
||||||
|
LastUserConfirmedResolutionSizeX=2560
|
||||||
|
LastUserConfirmedResolutionSizeY=1440
|
||||||
|
WindowPosX=-1
|
||||||
|
WindowPosY=-1
|
||||||
|
FullscreenMode=1
|
||||||
|
LastConfirmedFullscreenMode=1
|
||||||
|
PreferredFullscreenMode=1
|
||||||
|
Version=5
|
||||||
|
AudioQualityLevel=0
|
||||||
|
LastConfirmedAudioQualityLevel=0
|
||||||
|
FrameRateLimit=0.000000
|
||||||
|
DesiredScreenWidth=1280
|
||||||
|
bUseDesiredScreenHeight=False
|
||||||
|
DesiredScreenHeight=720
|
||||||
|
LastUserConfirmedDesiredScreenWidth=1280
|
||||||
|
LastUserConfirmedDesiredScreenHeight=720
|
||||||
|
LastRecommendedScreenWidth=-1.000000
|
||||||
|
LastRecommendedScreenHeight=-1.000000
|
||||||
|
LastCPUBenchmarkResult=-1.000000
|
||||||
|
LastGPUBenchmarkResult=-1.000000
|
||||||
|
LastGPUBenchmarkMultiplier=1.000000
|
||||||
|
bUseHDRDisplayOutput=False
|
||||||
|
HDRDisplayOutputNits=1000
|
||||||
|
|
@ -0,0 +1 @@
|
|||||||
|
|
1
ASN5_NPCSnManager/Saved/Config/WindowsEditor/Input.ini
Normal file
1
ASN5_NPCSnManager/Saved/Config/WindowsEditor/Input.ini
Normal file
@ -0,0 +1 @@
|
|||||||
|
|
@ -0,0 +1 @@
|
|||||||
|
|
@ -0,0 +1 @@
|
|||||||
|
|
@ -0,0 +1 @@
|
|||||||
|
|
1
ASN5_NPCSnManager/Saved/Config/WindowsEditor/Niagara.ini
Normal file
1
ASN5_NPCSnManager/Saved/Config/WindowsEditor/Niagara.ini
Normal file
@ -0,0 +1 @@
|
|||||||
|
|
1
ASN5_NPCSnManager/Saved/Config/WindowsEditor/Paper2D.ini
Normal file
1
ASN5_NPCSnManager/Saved/Config/WindowsEditor/Paper2D.ini
Normal file
@ -0,0 +1 @@
|
|||||||
|
|
@ -0,0 +1 @@
|
|||||||
|
|
@ -0,0 +1 @@
|
|||||||
|
|
@ -0,0 +1 @@
|
|||||||
|
|
@ -0,0 +1 @@
|
|||||||
|
|
@ -0,0 +1 @@
|
|||||||
|
|
BIN
ASN5_NPCSnManager/Saved/Config/WorldState/3602937780.json
Normal file
BIN
ASN5_NPCSnManager/Saved/Config/WorldState/3602937780.json
Normal file
Binary file not shown.
@ -0,0 +1,930 @@
|
|||||||
|
<?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 />
|
||||||
|
<ProcessId>45068</ProcessId>
|
||||||
|
<SecondsSinceStart>6532</SecondsSinceStart>
|
||||||
|
<IsInternalBuild>false</IsInternalBuild>
|
||||||
|
<IsPerforceBuild>false</IsPerforceBuild>
|
||||||
|
<IsSourceDistribution>false</IsSourceDistribution>
|
||||||
|
<GameName>UE-5_AgentManagerUE5</GameName>
|
||||||
|
<ExecutableName>UnrealEditor</ExecutableName>
|
||||||
|
<BuildConfiguration>Development</BuildConfiguration>
|
||||||
|
<GameSessionID />
|
||||||
|
<PlatformName>WindowsEditor</PlatformName>
|
||||||
|
<PlatformNameIni>Windows</PlatformNameIni>
|
||||||
|
<EngineMode>Editor</EngineMode>
|
||||||
|
<EngineModeEx>Vanilla</EngineModeEx>
|
||||||
|
<DeploymentName />
|
||||||
|
<EngineVersion>5.1.1-23901901+++UE5+Release-5.1</EngineVersion>
|
||||||
|
<CommandLine>CommandLineRemoved</CommandLine>
|
||||||
|
<LanguageLCID>0</LanguageLCID>
|
||||||
|
<AppDefaultLocale>en-US</AppDefaultLocale>
|
||||||
|
<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>
|
||||||
|
<RootDir>F:/Game Engines/UE_5.1/</RootDir>
|
||||||
|
<MachineId>7E16F7B741502D5EC1AD4C895E680316</MachineId>
|
||||||
|
<LoginId>7e16f7b741502d5ec1ad4c895e680316</LoginId>
|
||||||
|
<EpicAccountId>26e21ce16cb84f44aa89dafabbcb17a0</EpicAccountId>
|
||||||
|
<SourceContext />
|
||||||
|
<UserDescription>Sent in the unattended mode</UserDescription>
|
||||||
|
<UserActivityHint>Layout="LevelEditor" Label="AgentManager" Content=SLevelEditor</UserActivityHint>
|
||||||
|
<CrashDumpMode>0</CrashDumpMode>
|
||||||
|
<GameStateName />
|
||||||
|
<Misc.NumberOfCores>8</Misc.NumberOfCores>
|
||||||
|
<Misc.NumberOfCoresIncludingHyperthreads>16</Misc.NumberOfCoresIncludingHyperthreads>
|
||||||
|
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F:\Game Engines\UE_5.1\Engine\Plugins\Editor\GeometryMode\Binaries\Win64\UnrealEditor-GeometryMode.dll
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F:\Game Engines\UE_5.1\Engine\Plugins\MovieScene\TemplateSequence\Binaries\Win64\UnrealEditor-TemplateSequenceEditor.dll
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F:\Game Engines\UE_5.1\Engine\Plugins\MovieScene\ActorSequence\Binaries\Win64\UnrealEditor-ActorSequenceEditor.dll
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F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\WaveTable\Binaries\Win64\UnrealEditor-WaveTableEditor.dll
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F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\ResonanceAudio\Binaries\Win64\UnrealEditor-ResonanceAudioEditor.dll
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F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\GooglePAD\Binaries\Win64\UnrealEditor-GooglePADEditor.dll
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F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\AudioCapture\Binaries\Win64\UnrealEditor-AudioCaptureEditor.dll
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F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\AndroidFileServer\Binaries\Win64\UnrealEditor-AndroidFileServerEditor.dll
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F:\Game Engines\UE_5.1\Engine\Plugins\Media\WmfMedia\Binaries\Win64\UnrealEditor-WmfMediaEditor.dll
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F:\Game Engines\UE_5.1\Engine\Plugins\Media\WebMMedia\Binaries\Win64\UnrealEditor-WebMMediaFactory.dll
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F:\Game Engines\UE_5.1\Engine\Plugins\Media\WebMMedia\Binaries\Win64\UnrealEditor-WebMMediaEditor.dll
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F:\Game Engines\UE_5.1\Engine\Plugins\Media\ImgMedia\Binaries\Win64\UnrealEditor-ImgMediaEditor.dll
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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\AvfMedia\Binaries\Win64\UnrealEditor-AvfMediaEditor.dll
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F:\Game Engines\UE_5.1\Engine\Plugins\Media\AndroidMedia\Binaries\Win64\UnrealEditor-AndroidMediaFactory.dll
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F:\Game Engines\UE_5.1\Engine\Plugins\Media\AndroidMedia\Binaries\Win64\UnrealEditor-AndroidMediaEditor.dll
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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\Plugins\2D\Paper2D\Binaries\Win64\UnrealEditor-SmartSnapping.dll
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SessionServices.dll
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SessionMessages.dll
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-PlacementMode.dll
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-LandscapeEditor.dll
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ViewportSnapping.dll
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ClothPainter.dll
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-LogVisualizer.dll
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\IOS\UnrealEditor-IOSPlatformEditor.dll
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\Android\UnrealEditor-AndroidDeviceDetection.dll
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\Android\UnrealEditor-AndroidPlatformEditor.dll
|
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-HoloLensPlatformEditor.dll
|
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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\Android\UnrealEditor-AndroidRuntimeSettings.dll
|
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AnimationSettings.dll
|
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|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-VirtualizationEditor.dll
|
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-CSVtoSVG.dll
|
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-WorldPartitionEditor.dll
|
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-InputBindingEditor.dll
|
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|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MergeActors.dll
|
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|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-LocalizationService.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-LocalizationDashboard.dll
|
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|
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
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|
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|
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|
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|
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|
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|
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|
||||||
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F:\Game Engines\UE_5.1\Engine\Plugins\Runtime\Metasound\Binaries\Win64\UnrealEditor-MetasoundStandardNodes.dll
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|
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|
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ConfigEditor.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-UELibSampleRate.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ContentBrowserData.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Voronoi.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AssetTools.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-HTTPServer.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ReliabilityHandlerComponent.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AudioLinkEngine.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SoundFieldRendering.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MeshUtilitiesEngine.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Navmesh.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-UnsavedAssetsTracker.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Sequencer.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Renderer.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Constraints.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-HeadMountedDisplay.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AnimationCore.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SourceControlWindows.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-DerivedDataEditor.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-CommonMenuExtensions.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-DetailCustomizations.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ClassViewer.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-WidgetCarousel.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SharedSettingsWidgets.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-GeometryCore.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MaterialBaking.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-EditorStyle.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-EditorConfig.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SceneOutliner.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AnimGraphRuntime.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Chaos.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-KismetWidgets.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-KismetCompiler.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MediaAssets.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AudioExtensions.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-NetCore.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-GameplayTags.dll
|
||||||
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F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SignalProcessing.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AudioMixer.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-PhysicsCore.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ToolWidgets.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SubobjectEditor.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-PhysicsUtilities.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SubobjectDataInterface.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-InterchangeCore.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-InteractiveToolsFramework.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-UMG.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-NavigationSystem.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MovieSceneTracks.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MovieScene.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Networking.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-InterchangeEngine.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-StatusBar.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-StaticMeshDescription.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-LevelEditor.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Kismet.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Landscape.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-PropertyEditor.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\libfbxsdk.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Engine.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-HardwareTargeting.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-GraphEditor.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MaterialEditor.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-UnrealEd.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AdvancedPreviewScene.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MeshDescription.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-TypedElementFramework.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SourceControl.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AnimationBlueprintLibrary.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ImageWrapper.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-BlueprintGraph.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AppFramework.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-TraceServices.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-IoStoreUtilities.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Cbor.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MaterialShaderQualitySettings.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MeshUtilitiesCommon.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-VREditor.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-PIEPreviewDeviceSpecification.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ViewportInteraction.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-GameProjectGeneration.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AnimGraph.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-TextureCompressor.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-EditorInteractiveToolsFramework.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Zen.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-BlueprintEditorLibrary.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-FoliageEdit.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Foliage.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SceneDepthPickerMode.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ActorPickerMode.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ToolMenus.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-EditorWidgets.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-BuildPatchServices.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-HTTP.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SlateCore.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Slate.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-TraceAnalysis.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ClothingSystemRuntimeCommon.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-CurveEditor.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-TypedElementRuntime.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-PakFileUtilities.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ClothingSystemRuntimeInterface.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-UncontrolledChangelists.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-DerivedDataCache.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Core.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-CoreUObject.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-PropertyPath.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-RenderCore.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AddContentDialog.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-TimeManagement.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Localization.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-PakFile.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AssetRegistry.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-EditorFramework.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SkeletalMeshDescription.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-RSA.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SSL.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AnimationEditMode.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-IrisStub.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-StatsViewer.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-PIEPreviewDeviceProfileSelector.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Icmp.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MaterialUtilities.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-TextureBuildUtilities.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-DataLayerEditor.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-RHI.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AudioLinkCore.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SkeletalMeshUtilitiesCommon.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Analytics.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-LevelSequence.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-DirectoryWatcher.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AudioPlatformConfiguration.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-PacketHandler.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-CinematicCamera.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-PerfCounters.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-InstallBundleManager.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AnalyticsET.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-DeveloperToolSettings.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-EngineMessages.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-JsonUtilities.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-HierarchicalLODUtilities.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-BSPUtils.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AudioMixerCore.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-CookOnTheFly.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ClothingSystemEditorInterface.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-DeveloperSettings.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-TextureUtilitiesCommon.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-EngineSettings.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-CoreOnline.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-AssetTagsEditor.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-DesktopPlatform.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-XmlParser.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Sockets.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-RawMesh.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ColorManagement.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-EditorAnalyticsSession.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-EditorSubsystem.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-UnrealEdMessages.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SandboxFile.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-WindowsPlatformEditor.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\Iris\Binaries\Win64\UnrealEditor-Iris.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ScriptDisassembler.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\ChaosUserDataPT\Binaries\Win64\UnrealEditor-ChaosUserDataPT.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Json.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Plugins\Interchange\Editor\Binaries\Win64\UnrealEditor-InterchangeEditor.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ImageCore.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-SwarmInterface.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MediaUtils.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-PreLoadScreen.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ApplicationCore.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Projects.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MoviePlayer.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-InputCore.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-ImageWriteQueue.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\ThirdParty\Vorbis\Win64\VS2015\libvorbisfile_64.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-TraceLog.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-IESFile.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Plugins\AI\AISupport\Binaries\Win64\UnrealEditor-AISupportModule.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Media.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\ThirdParty\Python3\Win64\python3.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Plugins\Experimental\PlatformCrypto\Binaries\Win64\UnrealEditor-PlatformCrypto.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\ThirdParty\Windows\WinPixEventRuntime\x64\WinPixEventRuntime.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-BuildSettings.dll
|
||||||
|
F:\Game Engines\UE_5.1\Engine\Binaries\Win64\UnrealEditor-MoviePlayerProxy.dll</Modules>
|
||||||
|
</RuntimeProperties>
|
||||||
|
<PlatformProperties>
|
||||||
|
<PlatformIsRunningWindows>1</PlatformIsRunningWindows>
|
||||||
|
<IsRunningOnBattery>true</IsRunningOnBattery>
|
||||||
|
<PlatformCallbackResult>0</PlatformCallbackResult>
|
||||||
|
<CrashTrigger>0</CrashTrigger>
|
||||||
|
</PlatformProperties>
|
||||||
|
<EngineData>
|
||||||
|
<MatchingDPStatus>WindowsEditorNo errors</MatchingDPStatus>
|
||||||
|
<RHI.IntegratedGPU>false</RHI.IntegratedGPU>
|
||||||
|
<RHI.DriverDenylisted>false</RHI.DriverDenylisted>
|
||||||
|
<RHI.D3DDebug>false</RHI.D3DDebug>
|
||||||
|
<RHI.Breadcrumbs>true</RHI.Breadcrumbs>
|
||||||
|
<RHI.DRED>false</RHI.DRED>
|
||||||
|
<RHI.DREDContext>false</RHI.DREDContext>
|
||||||
|
<RHI.Aftermath>false</RHI.Aftermath>
|
||||||
|
<RHI.RHIName>D3D12</RHI.RHIName>
|
||||||
|
<RHI.AdapterName>AMD Radeon RX 7900 XT</RHI.AdapterName>
|
||||||
|
<RHI.UserDriverVersion>AMD Software: Adrenalin Edition 23.4.3</RHI.UserDriverVersion>
|
||||||
|
<RHI.InternalDriverVersion>31.0.14051.5006</RHI.InternalDriverVersion>
|
||||||
|
<RHI.DriverDate>4-20-2023</RHI.DriverDate>
|
||||||
|
<RHI.FeatureLevel>SM5</RHI.FeatureLevel>
|
||||||
|
<RHI.GPUVendor>AMD</RHI.GPUVendor>
|
||||||
|
<RHI.DeviceId>744C</RHI.DeviceId>
|
||||||
|
<DeviceProfile.Name>WindowsEditor</DeviceProfile.Name>
|
||||||
|
<Platform.AppHasFocus>true</Platform.AppHasFocus>
|
||||||
|
</EngineData>
|
||||||
|
<GameData />
|
||||||
|
<EnabledPlugins>
|
||||||
|
<Plugin>{ "Version": 16, "VersionName": "2022.1.1", "FriendlyName": "Bridge" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Enhanced Input" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "FastBuild Controller" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Mesh Painting" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "TraceUtilities" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "XGE Controller" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Paper2D" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Control Rig Spline" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "IK Rig" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Control Rig" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Animation Modifier Library" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Blendspace Motion Analysis" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Launcher Chunk Installer" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Niagara" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Oodle Network" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Datasmith Content" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 131, "VersionName": "1.3.1", "FriendlyName": "glTF Exporter" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Variant Manager" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Variant Manager Content" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 2, "VersionName": "2.0", "FriendlyName": "Android Media Player" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 2, "VersionName": "2.0", "FriendlyName": "AVF Media Player" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Image Sequence Media Player" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Media Compositing" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Alembic Importer" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Actor Layer Utilities" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 0, "VersionName": "0.1", "FriendlyName": "Media Plate" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Media Player Editor" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "WebM Video Player" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 2, "VersionName": "2.0", "FriendlyName": "WMF Media Player" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Android Device Profile Selector" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "AndroidFileServer" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Android Movie Player" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Android Runtime Permission" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Apple Image Utils" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Apple Movie Player" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Audio Capture" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Asset Tags" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "ArchVis Character" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Audio Synesthesia" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "AudioWidgets" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Cable Component" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Chunk Downloader" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Custom Mesh Component" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Example Device Profile Selector" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Geometry Processing" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Geometry Cache" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Google Cloud Messaging" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "GooglePAD" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Input Debugging" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "IOS Device Profile Selector" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Linux Device Profile Selector" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Mobile Location Services Blueprints Library" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Mesh Modeling Toolset" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "MetaSound" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Mobile Patching Utilities" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Procedural Mesh Component" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Property Access Editor" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Resonance Audio" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Significance Manager" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "SoundFields" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.1", "FriendlyName": "Synthesis and DSP Effects" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Movie Player for WebM files" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Wave Tables" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Windows Device Profile Selector" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Online Base" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Windows Movie Player" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Online Services" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Online Subsystem" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Online Subsystem NULL" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Interchange Editor" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Interchange Framework" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Actor Sequence (Experimental)" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Level Sequence Editor" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Camera Shake Previewer" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Online Subsystem Utils" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Gameplay Cameras" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Template Sequence" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Sequencer Scripting" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Asset Manager Editor" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Blueprint C++ Header Preview" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "CryptoKeys" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Curve Editor Tools" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Data Validation" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "EditorDebugTools" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Editor Scripting Utilities" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Facial Animation Bulk Importer" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "GameplayTagsEditor" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "GeometryMode" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "glTF Importer" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Animation Sharing" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Mac Graphics Switching" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Material Analyzer" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 2, "VersionName": "2.0", "FriendlyName": "CLion Integration" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Wizard for mobile packaging scenarios" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "CodeLite Integration" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Plugin Browser" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Sequencer Anim Tools" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "SpeedTree Importer" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "World Partition HLOD Utilities" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Dump GPU Services" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 14, "VersionName": "1.4", "FriendlyName": "Git" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "KDevelop Integration" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Linux Compiler-only Integration" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Perforce" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 62, "VersionName": "1.6.2", "FriendlyName": "Plastic SCM" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "PIX for Windows GPU Capture Plugin" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Property Access Node" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Plugin Utilities" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 2, "VersionName": "1.5", "FriendlyName": "Rider Integration" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Subversion" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Oodle Texture" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Trace Data Filtering" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "UObject Example Plugin" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Visual Studio Code Integration" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Visual Studio Integration" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "XCode Integration" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Interchange Tests" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "UDP Messaging" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "TCP Messaging" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "AISupport" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Environment Query Editor (Experimental)" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Take Recorder" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Automation Utilities" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1", "FriendlyName": "BackChannel" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "ChaosCaching" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Chaos Cloth" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Chaos Cloth Editor" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "ChaosEditor" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Chaos Niagara" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Chaos Solver" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "ChaosUserDataPT" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "CharacterAI" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Editor DataflowGraph" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Full Body IK" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Geometry" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Iris" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Experimental Mesh Modeling Toolset" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "OpenImageDenoise" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Planar Cut" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Platform Cryptography Plugin" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "0.1", "FriendlyName": "Proxy LOD Plugin (Experimental)" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Python Editor Script Plugin" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Skeletal Mesh Simplifier (Early Access)" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 2, "VersionName": "0.2", "FriendlyName": "UVEditor" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Content Browser - Asset Data Source" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Content Browser - Class Data Source" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Content Browser - File Data Source" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Online Subsystem iOS" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Online Subsystem GooglePlay" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Object Mixer" }</Plugin>
|
||||||
|
<Plugin>{ "Version": 1, "VersionName": "1.0", "FriendlyName": "Light Mixer" }</Plugin>
|
||||||
|
</EnabledPlugins>
|
||||||
|
</FGenericCrashContext>
|
@ -0,0 +1,5 @@
|
|||||||
|
[CrashReportClient]
|
||||||
|
bHideLogFilesOption=false
|
||||||
|
bIsAllowedToCloseWithoutSending=true
|
||||||
|
CrashConfigPurgeDays=2
|
||||||
|
|
Binary file not shown.
@ -0,0 +1,18 @@
|
|||||||
|
{
|
||||||
|
"version": 1,
|
||||||
|
"changelists": [
|
||||||
|
{
|
||||||
|
"guid": "00000000000000000000000000000000",
|
||||||
|
"description": "Default Uncontrolled Changelist",
|
||||||
|
"files": [
|
||||||
|
"F:/Projects/College/GDN3113-SCD3/ASN5_NPCSnManager/Content/SCD3_StateMachine/AgentManager.umap",
|
||||||
|
"F:/Projects/College/GDN3113-SCD3/ASN5_NPCSnManager/Content/SCD3_StateMachine/M_Yellow.uasset",
|
||||||
|
"F:/Projects/College/GDN3113-SCD3/ASN5_NPCSnManager/Content/SCD3_StateMachine/MI_Color.uasset",
|
||||||
|
"F:/Projects/College/GDN3113-SCD3/ASN5_NPCSnManager/Content/SCD3_StateMachine/MI_Yellow.uasset",
|
||||||
|
"F:/Projects/College/GDN3113-SCD3/ASN5_NPCSnManager/Content/SCD3_StateMachine/MI_Grey.uasset",
|
||||||
|
"F:/Projects/College/GDN3113-SCD3/ASN5_NPCSnManager/Content/SCD3_StateMachine/BP_NavAgent.uasset",
|
||||||
|
"F:/Projects/College/GDN3113-SCD3/ASN5_NPCSnManager/Content/SCD3_StateMachine/AgentManager1.umap"
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
18
ASN6_Sneaky/ASN6_Sneaky.uproject
Normal file
18
ASN6_Sneaky/ASN6_Sneaky.uproject
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
{
|
||||||
|
"FileVersion": 3,
|
||||||
|
"EngineAssociation": "5.1",
|
||||||
|
"Category": "",
|
||||||
|
"Description": "",
|
||||||
|
"Plugins": [
|
||||||
|
{
|
||||||
|
"Name": "SteamVR",
|
||||||
|
"Enabled": false,
|
||||||
|
"SupportedTargetPlatforms": [
|
||||||
|
"Win32",
|
||||||
|
"Win64",
|
||||||
|
"Linux",
|
||||||
|
"Mac"
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
1
ASN6_Sneaky/Config/DefaultEditor.ini
Normal file
1
ASN6_Sneaky/Config/DefaultEditor.ini
Normal file
@ -0,0 +1 @@
|
|||||||
|
|
25
ASN6_Sneaky/Config/DefaultEngine.ini
Normal file
25
ASN6_Sneaky/Config/DefaultEngine.ini
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
[/Script/EngineSettings.GameMapsSettings]
|
||||||
|
EditorStartupMap=/Game/SCD3_StateMachine/AgentManager.AgentManager
|
||||||
|
|
||||||
|
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
|
||||||
|
bEnablePlugin=True
|
||||||
|
bAllowNetworkConnection=True
|
||||||
|
SecurityToken=93A6118F43E53E0953E1A9B1BF67A46E
|
||||||
|
bIncludeInShipping=False
|
||||||
|
bAllowExternalStartInShipping=False
|
||||||
|
bCompileAFSProject=False
|
||||||
|
bUseCompression=False
|
||||||
|
bLogFiles=False
|
||||||
|
bReportStats=False
|
||||||
|
ConnectionType=USBOnly
|
||||||
|
bUseManualIPAddress=False
|
||||||
|
ManualIPAddress=
|
||||||
|
|
||||||
|
[/Script/NavigationSystem.RecastNavMesh]
|
||||||
|
RuntimeGeneration=Dynamic
|
||||||
|
AgentRadius=35.000000
|
||||||
|
AgentHeight=180.000000
|
||||||
|
|
||||||
|
[URL]
|
||||||
|
GameName=ASN6_Sneaky
|
||||||
|
|
3
ASN6_Sneaky/Config/DefaultGame.ini
Normal file
3
ASN6_Sneaky/Config/DefaultGame.ini
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
[/Script/EngineSettings.GeneralProjectSettings]
|
||||||
|
ProjectID=4BD4B8D040BE578F3B81E09D9EB9BB71
|
||||||
|
|
85
ASN6_Sneaky/Config/DefaultInput.ini
Normal file
85
ASN6_Sneaky/Config/DefaultInput.ini
Normal file
@ -0,0 +1,85 @@
|
|||||||
|
[/Script/Engine.InputSettings]
|
||||||
|
-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
||||||
|
-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
||||||
|
-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
||||||
|
-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
||||||
|
-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
|
||||||
|
-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
|
||||||
|
-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
|
||||||
|
+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
bAltEnterTogglesFullscreen=True
|
||||||
|
bF11TogglesFullscreen=True
|
||||||
|
bUseMouseForTouch=False
|
||||||
|
bEnableMouseSmoothing=True
|
||||||
|
bEnableFOVScaling=True
|
||||||
|
bCaptureMouseOnLaunch=True
|
||||||
|
bEnableLegacyInputScales=True
|
||||||
|
bEnableMotionControls=True
|
||||||
|
bFilterInputByPlatformUser=False
|
||||||
|
bShouldFlushPressedKeysOnViewportFocusLost=True
|
||||||
|
bEnableDynamicComponentInputBinding=True
|
||||||
|
bAlwaysShowTouchInterface=False
|
||||||
|
bShowConsoleOnFourFingerTap=True
|
||||||
|
bEnableGestureRecognizer=False
|
||||||
|
bUseAutocorrect=False
|
||||||
|
DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
|
||||||
|
DefaultViewportMouseLockMode=LockOnCapture
|
||||||
|
FOVScale=0.011110
|
||||||
|
DoubleClickTime=0.200000
|
||||||
|
DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
|
||||||
|
DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
|
||||||
|
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
|
||||||
|
-ConsoleKeys=Tilde
|
||||||
|
+ConsoleKeys=Tilde
|
||||||
|
|
31
ASN6_Sneaky/Config/HoloLens/HoloLensEngine.ini
Normal file
31
ASN6_Sneaky/Config/HoloLens/HoloLensEngine.ini
Normal 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
|
||||||
|
|
BIN
ASN6_Sneaky/Content/Mannequin/Animations/ThirdPersonIdle.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Animations/ThirdPersonIdle.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Animations/ThirdPersonJump_Loop.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Animations/ThirdPersonJump_Loop.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Animations/ThirdPersonJump_Start.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Animations/ThirdPersonJump_Start.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Animations/ThirdPersonRun.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Animations/ThirdPersonRun.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Animations/ThirdPersonWalk.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Animations/ThirdPersonWalk.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Animations/ThirdPerson_AnimBP.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Animations/ThirdPerson_AnimBP.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Animations/ThirdPerson_IdleRun_2D.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Animations/ThirdPerson_IdleRun_2D.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Animations/ThirdPerson_Jump.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Animations/ThirdPerson_Jump.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/M_UE4Man_Body.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/M_UE4Man_Body.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/M_UE4Man_ChestLogo.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/M_UE4Man_ChestLogo.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/MaterialLayers/ML_GlossyBlack_Latex_UE4.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/MaterialLayers/ML_GlossyBlack_Latex_UE4.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/MaterialLayers/ML_Plastic_Shiny_Beige.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/MaterialLayers/ML_Plastic_Shiny_Beige.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/MaterialLayers/ML_Plastic_Shiny_Beige_LOGO.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/MaterialLayers/ML_Plastic_Shiny_Beige_LOGO.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/MaterialLayers/ML_SoftMetal_UE4.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/MaterialLayers/ML_SoftMetal_UE4.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/MaterialLayers/T_ML_Aluminum01.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/MaterialLayers/T_ML_Aluminum01.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/MaterialLayers/T_ML_Aluminum01_N.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/MaterialLayers/T_ML_Aluminum01_N.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/MaterialLayers/T_ML_Rubber_Blue_01_D.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/MaterialLayers/T_ML_Rubber_Blue_01_D.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/MaterialLayers/T_ML_Rubber_Blue_01_N.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Materials/MaterialLayers/T_ML_Rubber_Blue_01_N.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Mesh/SK_Mannequin.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Mesh/SK_Mannequin.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Mesh/SK_Mannequin_PhysicsAsset.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Mesh/SK_Mannequin_PhysicsAsset.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Mesh/UE4_Mannequin_Skeleton.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Mesh/UE4_Mannequin_Skeleton.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Textures/UE4Man_Logo_N.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Textures/UE4Man_Logo_N.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Textures/UE4_LOGO_CARD.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Textures/UE4_LOGO_CARD.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Textures/UE4_Mannequin_MAT_MASKA.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Textures/UE4_Mannequin_MAT_MASKA.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/Mannequin/Character/Textures/UE4_Mannequin__normals.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/Mannequin/Character/Textures/UE4_Mannequin__normals.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/SCD3_StateMachine/AC_BaseState.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/SCD3_StateMachine/AC_BaseState.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/SCD3_StateMachine/AC_StateMachine.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/SCD3_StateMachine/AC_StateMachine.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/SCD3_StateMachine/AC_State_Idle.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/SCD3_StateMachine/AC_State_Idle.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
ASN6_Sneaky/Content/SCD3_StateMachine/AC_State_Patrol.uasset
(Stored with Git LFS)
Normal file
BIN
ASN6_Sneaky/Content/SCD3_StateMachine/AC_State_Patrol.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
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Reference in New Issue
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