Assignment 3 Part 1 Finish

This commit is contained in:
Randal Quick 2022-10-17 23:29:01 -04:00
parent b731773683
commit e56362c108
91 changed files with 10006 additions and 0 deletions

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[/Script/EditorStyle.EditorStyleSettings]
bEnableUserEditorLayoutManagement=True
ColorVisionDeficiencyPreviewType=NormalVision
ColorVisionDeficiencySeverity=3
bColorVisionDeficiencyCorrection=False
bColorVisionDeficiencyCorrectionPreviewWithDeficiency=False
SelectionColor=(R=0.728000,G=0.364000,B=0.003000,A=1.000000)
PressedSelectionColor=(R=0.701000,G=0.225000,B=0.003000,A=1.000000)
InactiveSelectionColor=(R=0.250000,G=0.250000,B=0.250000,A=1.000000)
KeyboardFocusColor=(R=0.000000,G=0.000000,B=0.000000,A=0.000000)
EditorWindowBackgroundColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000)
EditorMainWindowBackgroundOverride=(ImageSize=(X=32.000000,Y=32.000000),Margin=(Left=0.000000,Top=0.000000,Right=0.000000,Bottom=0.000000),TintColor=(SpecifiedColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),ColorUseRule=UseColor_Specified),ResourceObject=None,ResourceName="",UVRegion=(Min=(X=0.000000,Y=0.000000),Max=(X=0.000000,Y=0.000000),bIsValid=0),DrawAs=Image,Tiling=NoTile,Mirroring=NoMirror,ImageType=NoImage,bIsDynamicallyLoaded=False)
EditorChildWindowBackgroundOverride=(ImageSize=(X=32.000000,Y=32.000000),Margin=(Left=0.000000,Top=0.000000,Right=0.000000,Bottom=0.000000),TintColor=(SpecifiedColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),ColorUseRule=UseColor_Specified),ResourceObject=None,ResourceName="",UVRegion=(Min=(X=0.000000,Y=0.000000),Max=(X=0.000000,Y=0.000000),bIsValid=0),DrawAs=Image,Tiling=NoTile,Mirroring=NoMirror,ImageType=NoImage,bIsDynamicallyLoaded=False)
bResetEditorWindowBackgroundSettings=False
bUseSmallToolBarIcons=False
bUseGrid=True
RegularColor=(R=0.035000,G=0.035000,B=0.035000,A=1.000000)
RuleColor=(R=0.008000,G=0.008000,B=0.008000,A=1.000000)
CenterColor=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
GridSnapSize=16
bEnableWindowAnimations=False
bShowFriendlyNames=True
bExpandConfigurationMenus=False
bShowProjectMenus=True
bShowLaunchMenus=True
LogBackgroundColor=(R=0.015996,G=0.015996,B=0.015996,A=1.000000)
LogSelectionBackgroundColor=(R=0.132868,G=0.132868,B=0.132868,A=1.000000)
LogNormalColor=(R=0.720000,G=0.720000,B=0.720000,A=1.000000)
LogCommandColor=(R=0.033105,G=0.723055,B=0.033105,A=1.000000)
LogWarningColor=(R=0.921875,G=0.691406,B=0.000000,A=1.000000)
LogErrorColor=(R=1.000000,G=0.052083,B=0.060957,A=1.000000)
bShowAllAdvancedDetails=False
bShowHiddenPropertiesWhilePlaying=False
LogFontSize=9
LogTimestampMode=None
bPromoteOutputLogWarningsDuringPIE=False
AssetEditorOpenLocation=MainWindow
bEnableColorizedEditorTabs=True
bEnableLegacyEditorModeUI=False

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[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_BlankBP",NewGameName="/Script/UnrealAsteroids")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_BlankBP",NewGameName="/Script/UnrealAsteroids")
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/Levels/Level1.Level1
GameDefaultMap=/Game/Levels/Level1.Level1
[/Script/Engine.RendererSettings]
r.DefaultFeature.AutoExposure.Method=2
r.DefaultFeature.AutoExposure.Bias=12.000000
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
bAllowNetworkConnection=True
SecurityToken=07ED2D2A46EAAAF856B58D80B5616086
bIncludeInShipping=False
bAllowExternalStartInShipping=False
bCompileAFSProject=False
bUseCompression=False
bLogFiles=False
bReportStats=False
ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=

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[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=4B6CBB524CA1CB8155D391A77C2FC9E4
Description=2210 Starter

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[/Script/Engine.InputSettings]
-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
+AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
+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="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
bAltEnterTogglesFullscreen=True
bF11TogglesFullscreen=True
bUseMouseForTouch=False
bEnableMouseSmoothing=True
bEnableFOVScaling=True
bCaptureMouseOnLaunch=True
bEnableLegacyInputScales=True
bAlwaysShowTouchInterface=False
bShowConsoleOnFourFingerTap=True
bEnableGestureRecognizer=False
bUseAutocorrect=False
DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
DefaultViewportMouseLockMode=LockOnCapture
FOVScale=0.011110
DoubleClickTime=0.200000
+ActionMappings=(ActionName="StartGame",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Enter)
+ActionMappings=(ActionName="PauseGame",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=BackSpace)
+ActionMappings=(ActionName="Shoot",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
+ActionMappings=(ActionName="Shoot",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
+AxisMappings=(AxisName="Rotate",Scale=1.000000,Key=D)
+AxisMappings=(AxisName="Rotate",Scale=-1.000000,Key=A)
+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W)
DefaultPlayerInputClass=/Script/Engine.PlayerInput
DefaultInputComponentClass=/Script/Engine.InputComponent
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
-ConsoleKeys=Tilde
+ConsoleKeys=Tilde

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

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[Internationalization]
ShouldUseLocalizedNumericInput=True

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// 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
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;
uint CustomStencil = 0;
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

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// 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
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);
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

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[CrashReportClient]
bHideLogFilesOption=false
bIsAllowedToCloseWithoutSending=true
CrashConfigPurgeDays=2

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[CrashReportClient]
bHideLogFilesOption=false
bIsAllowedToCloseWithoutSending=true
CrashConfigPurgeDays=2

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[CrashReportClient]
bHideLogFilesOption=false
bIsAllowedToCloseWithoutSending=true
CrashConfigPurgeDays=2

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[CrashReportClient]
bHideLogFilesOption=false
bIsAllowedToCloseWithoutSending=true
CrashConfigPurgeDays=2

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[CrashReportClient]
bHideLogFilesOption=false
bIsAllowedToCloseWithoutSending=true
CrashConfigPurgeDays=2

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[/Script/UnrealEd.UnrealEdOptions]
UsingXGE=False

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[Core.System]
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../Engine/Plugins/Bridge/Content
Paths=../../../Engine/Plugins/2D/Paper2D/Content
Paths=../../../Engine/Plugins/Animation/ControlRigSpline/Content
Paths=../../../Engine/Plugins/Animation/ControlRig/Content
Paths=../../../Engine/Plugins/Animation/IKRig/Content
Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
Paths=../../../Engine/Plugins/FX/Niagara/Content
Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/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/Media/MediaCompositing/Content
Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content
Paths=../../../Engine/Plugins/Runtime/AudioSynesthesia/Content
Paths=../../../Engine/Plugins/Runtime/GeometryProcessing/Content
Paths=../../../Engine/Plugins/Runtime/HairStrands/Content
Paths=../../../Engine/Plugins/Runtime/MeshModelingToolset/Content
Paths=../../../Engine/Plugins/Runtime/ResonanceAudio/Content
Paths=../../../Engine/Plugins/Runtime/Synthesis/Content
[/Script/UnrealEd.UnrealEdEngine]
TemplateMapInfos=(ThumbnailTexture=None,Thumbnail="/Engine/Maps/Templates/Thumbnails/OpenWorld",Map="/Engine/Maps/Templates/OpenWorld",DisplayName="Open World",Category="OpenWorld")
TemplateMapInfos=(ThumbnailTexture=None,Thumbnail="/Engine/Maps/Templates/Thumbnails/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
bStopServiceWhenAppDeactivates=True
UnicastEndpoint=0.0.0.0:0
MulticastEndpoint=230.0.0.1:6666
MessageFormat=CborPlatformEndianness
MulticastTimeToLive=1
EnableTunnel=False
TunnelUnicastEndpoint=
TunnelMulticastEndpoint=

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[/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

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{
"FileVersion": 3,
"EngineAssociation": "5.0",
"Category": "",
"Description": "",
"Plugins": [
{
"Name": "OculusVR",
"Enabled": false,
"SupportedTargetPlatforms": [
"Win32",
"Win64",
"Android"
]
},
{
"Name": "SteamVR",
"Enabled": false,
"SupportedTargetPlatforms": [
"Win32",
"Win64",
"Linux",
"Mac"
]
}
]
}