Assignment 3 Part 1 Finish
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Assignment 3/Config/DefaultEditor.ini
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Assignment 3/Config/DefaultEditor.ini
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Assignment 3/Config/DefaultEditorPerProjectUserSettings.ini
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Assignment 3/Config/DefaultEditorPerProjectUserSettings.ini
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[/Script/EditorStyle.EditorStyleSettings]
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bEnableUserEditorLayoutManagement=True
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ColorVisionDeficiencyPreviewType=NormalVision
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ColorVisionDeficiencySeverity=3
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bColorVisionDeficiencyCorrection=False
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bColorVisionDeficiencyCorrectionPreviewWithDeficiency=False
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SelectionColor=(R=0.728000,G=0.364000,B=0.003000,A=1.000000)
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PressedSelectionColor=(R=0.701000,G=0.225000,B=0.003000,A=1.000000)
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InactiveSelectionColor=(R=0.250000,G=0.250000,B=0.250000,A=1.000000)
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KeyboardFocusColor=(R=0.000000,G=0.000000,B=0.000000,A=0.000000)
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EditorWindowBackgroundColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000)
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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)
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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)
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bResetEditorWindowBackgroundSettings=False
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bUseSmallToolBarIcons=False
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bUseGrid=True
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RegularColor=(R=0.035000,G=0.035000,B=0.035000,A=1.000000)
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RuleColor=(R=0.008000,G=0.008000,B=0.008000,A=1.000000)
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CenterColor=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
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GridSnapSize=16
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bEnableWindowAnimations=False
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bShowFriendlyNames=True
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bExpandConfigurationMenus=False
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bShowProjectMenus=True
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bShowLaunchMenus=True
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LogBackgroundColor=(R=0.015996,G=0.015996,B=0.015996,A=1.000000)
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LogSelectionBackgroundColor=(R=0.132868,G=0.132868,B=0.132868,A=1.000000)
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LogNormalColor=(R=0.720000,G=0.720000,B=0.720000,A=1.000000)
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LogCommandColor=(R=0.033105,G=0.723055,B=0.033105,A=1.000000)
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LogWarningColor=(R=0.921875,G=0.691406,B=0.000000,A=1.000000)
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LogErrorColor=(R=1.000000,G=0.052083,B=0.060957,A=1.000000)
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bShowAllAdvancedDetails=False
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bShowHiddenPropertiesWhilePlaying=False
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LogFontSize=9
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LogTimestampMode=None
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bPromoteOutputLogWarningsDuringPIE=False
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AssetEditorOpenLocation=MainWindow
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bEnableColorizedEditorTabs=True
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bEnableLegacyEditorModeUI=False
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Assignment 3/Config/DefaultEngine.ini
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Assignment 3/Config/DefaultEngine.ini
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[/Script/HardwareTargeting.HardwareTargetingSettings]
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TargetedHardwareClass=Desktop
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AppliedTargetedHardwareClass=Desktop
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DefaultGraphicsPerformance=Maximum
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AppliedDefaultGraphicsPerformance=Maximum
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[/Script/Engine.Engine]
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+ActiveGameNameRedirects=(OldGameName="TP_BlankBP",NewGameName="/Script/UnrealAsteroids")
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+ActiveGameNameRedirects=(OldGameName="/Script/TP_BlankBP",NewGameName="/Script/UnrealAsteroids")
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[/Script/EngineSettings.GameMapsSettings]
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EditorStartupMap=/Game/Levels/Level1.Level1
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GameDefaultMap=/Game/Levels/Level1.Level1
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[/Script/Engine.RendererSettings]
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r.DefaultFeature.AutoExposure.Method=2
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r.DefaultFeature.AutoExposure.Bias=12.000000
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=True
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bAllowNetworkConnection=True
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SecurityToken=07ED2D2A46EAAAF856B58D80B5616086
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bIncludeInShipping=False
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bAllowExternalStartInShipping=False
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bCompileAFSProject=False
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bUseCompression=False
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bLogFiles=False
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bReportStats=False
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ConnectionType=USBOnly
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bUseManualIPAddress=False
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ManualIPAddress=
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Assignment 3/Config/DefaultGame.ini
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Assignment 3/Config/DefaultGame.ini
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[/Script/EngineSettings.GeneralProjectSettings]
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ProjectID=4B6CBB524CA1CB8155D391A77C2FC9E4
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Description=2210 Starter
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Assignment 3/Config/DefaultInput.ini
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Assignment 3/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="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
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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="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="Daydream_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_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="OculusGo_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusGo_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_Left_Trackpad_Touch",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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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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+ActionMappings=(ActionName="StartGame",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Enter)
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+ActionMappings=(ActionName="PauseGame",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=BackSpace)
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+ActionMappings=(ActionName="Shoot",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
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+ActionMappings=(ActionName="Shoot",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
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+AxisMappings=(AxisName="Rotate",Scale=1.000000,Key=D)
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+AxisMappings=(AxisName="Rotate",Scale=-1.000000,Key=A)
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+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W)
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DefaultPlayerInputClass=/Script/Engine.PlayerInput
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DefaultInputComponentClass=/Script/Engine.InputComponent
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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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Assignment 3/Config/HoloLens/HoloLensEngine.ini
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Assignment 3/Config/HoloLens/HoloLensEngine.ini
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[/Script/HoloLensPlatformEditor.HoloLensTargetSettings]
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bBuildForEmulation=False
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bBuildForDevice=True
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bUseNameForLogo=True
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bBuildForRetailWindowsStore=False
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bAutoIncrementVersion=False
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bShouldCreateAppInstaller=False
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AppInstallerInstallationURL=
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HoursBetweenUpdateChecks=0
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bEnablePIXProfiling=False
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TileBackgroundColor=(B=64,G=0,R=0,A=255)
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SplashScreenBackgroundColor=(B=64,G=0,R=0,A=255)
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+PerCultureResources=(CultureId="",Strings=(PackageDisplayName="",PublisherDisplayName="",PackageDescription="",ApplicationDisplayName="",ApplicationDescription=""),Images=())
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TargetDeviceFamily=Windows.Holographic
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MinimumPlatformVersion=
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MaximumPlatformVersionTested=10.0.19041.0
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MaxTrianglesPerCubicMeter=500.000000
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SpatialMeshingVolumeSize=20.000000
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CompilerVersion=Default
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Windows10SDKVersion=10.0.18362.0
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+CapabilityList=internetClientServer
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+CapabilityList=privateNetworkClientServer
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+Uap2CapabilityList=spatialPerception
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bSetDefaultCapabilities=False
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SpatializationPlugin=
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ReverbPlugin=
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OcclusionPlugin=
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SoundCueCookQualityIndex=-1
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Assignment 3/Content/Art/AntiAliasedTextMaterialTranslucent1.uasset
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Assignment 3/Content/Art/AntiAliasedTextMaterialTranslucent1.uasset
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Assignment 3/Content/Art/BaseMaterial.uasset
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Assignment 3/Content/Art/BaseMaterial.uasset
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Assignment 3/Content/Art/WBP_Countdown.uasset
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Assignment 3/Content/Art/WBP_Countdown.uasset
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Assignment 3/Content/Art/WBP_GameOver.uasset
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Assignment 3/Content/Art/WBP_GameOver.uasset
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Assignment 3/Content/Art/WBP_MainMenu.uasset
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Assignment 3/Content/Art/WBP_MainMenu.uasset
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Assignment 3/Content/Art/WBP_Pause.uasset
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Assignment 3/Content/Art/WBP_Pause.uasset
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Assignment 3/Content/Art/starry-sky-background-png-twinkling-stars-in-the-night-sky-loop-1920.uasset
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Assignment 3/Content/Art/starry-sky-background-png-twinkling-stars-in-the-night-sky-loop-1920.uasset
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Assignment 3/Content/Art/starry-sky-background-png-twinkling-stars-in-the-night-sky-loop-1920_Mat.uasset
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Assignment 3/Content/Art/starry-sky-background-png-twinkling-stars-in-the-night-sky-loop-1920_Mat.uasset
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Assignment 3/Content/Blueprints/BPI_RestartGame.uasset
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Assignment 3/Content/Blueprints/BPI_RestartGame.uasset
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Assignment 3/Content/Blueprints/BP_Asteroid.uasset
(Stored with Git LFS)
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Assignment 3/Content/Blueprints/BP_Asteroid.uasset
(Stored with Git LFS)
Normal file
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BIN
Assignment 3/Content/Blueprints/BP_GameMode.uasset
(Stored with Git LFS)
Normal file
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Assignment 3/Content/Blueprints/BP_GameMode.uasset
(Stored with Git LFS)
Normal file
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BIN
Assignment 3/Content/Blueprints/BP_HUD.uasset
(Stored with Git LFS)
Normal file
BIN
Assignment 3/Content/Blueprints/BP_HUD.uasset
(Stored with Git LFS)
Normal file
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BIN
Assignment 3/Content/Blueprints/BP_Killable.uasset
(Stored with Git LFS)
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Assignment 3/Content/Blueprints/BP_Killable.uasset
(Stored with Git LFS)
Normal file
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BIN
Assignment 3/Content/Blueprints/BP_Movement.uasset
(Stored with Git LFS)
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Assignment 3/Content/Blueprints/BP_Movement.uasset
(Stored with Git LFS)
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BIN
Assignment 3/Content/Blueprints/BP_Player.uasset
(Stored with Git LFS)
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Assignment 3/Content/Blueprints/BP_Player.uasset
(Stored with Git LFS)
Normal file
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Assignment 3/Content/Blueprints/BP_Projectile.uasset
(Stored with Git LFS)
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Assignment 3/Content/Blueprints/BP_Projectile.uasset
(Stored with Git LFS)
Normal file
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Assignment 3/Content/Blueprints/BP_Spawner.uasset
(Stored with Git LFS)
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Assignment 3/Content/Blueprints/BP_Spawner.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
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Assignment 3/Content/Blueprints/E_AsteroidType.uasset
(Stored with Git LFS)
Normal file
BIN
Assignment 3/Content/Blueprints/E_AsteroidType.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
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Assignment 3/Content/Blueprints/E_SpawnLocation.uasset
(Stored with Git LFS)
Normal file
BIN
Assignment 3/Content/Blueprints/E_SpawnLocation.uasset
(Stored with Git LFS)
Normal file
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BIN
Assignment 3/Content/Blueprints/S_Wave.uasset
(Stored with Git LFS)
Normal file
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Assignment 3/Content/Blueprints/S_Wave.uasset
(Stored with Git LFS)
Normal file
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Assignment 3/Content/Levels/Level1.umap
Normal file
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Assignment 3/Content/Levels/Level1.umap
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Assignment 3/Intermediate/CachedAssetRegistry.bin
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Assignment 3/Intermediate/CachedAssetRegistry.bin
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@ -0,0 +1,3 @@
|
||||
[Internationalization]
|
||||
ShouldUseLocalizedNumericInput=True
|
||||
|
BIN
Assignment 3/Intermediate/ReimportCache/3688439234.bin
Normal file
BIN
Assignment 3/Intermediate/ReimportCache/3688439234.bin
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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
|
||||
|
@ -0,0 +1,237 @@
|
||||
// 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
|
||||
|
BIN
Assignment 3/Saved/AutoScreenshot.png
Normal file
BIN
Assignment 3/Saved/AutoScreenshot.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 9.0 KiB |
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Player_Auto2.uasset
(Stored with Git LFS)
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Player_Auto2.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Projectile_Auto1.uasset
(Stored with Git LFS)
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Projectile_Auto1.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Projectile_Auto2.uasset
(Stored with Git LFS)
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Projectile_Auto2.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto0.uasset
(Stored with Git LFS)
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto0.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto1.uasset
(Stored with Git LFS)
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto1.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto2.uasset
(Stored with Git LFS)
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto2.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto3.uasset
(Stored with Git LFS)
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto3.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto4.uasset
(Stored with Git LFS)
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto4.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto5.uasset
(Stored with Git LFS)
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto5.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto6.uasset
(Stored with Git LFS)
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto6.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto7.uasset
(Stored with Git LFS)
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto7.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto8.uasset
(Stored with Git LFS)
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto8.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto9.uasset
(Stored with Git LFS)
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Blueprints/BP_Spawner_Auto9.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Levels/Level1_Auto1.umap
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Levels/Level1_Auto1.umap
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Levels/Level1_Auto2.umap
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Levels/Level1_Auto2.umap
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Levels/Level1_Auto4.umap
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Levels/Level1_Auto4.umap
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Levels/Level1_Auto5.umap
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Levels/Level1_Auto5.umap
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Levels/Level1_Auto7.umap
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Levels/Level1_Auto7.umap
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Levels/Level1_Auto8.umap
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Levels/Level1_Auto8.umap
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/Game/Levels/Level1_Auto9.umap
Normal file
BIN
Assignment 3/Saved/Autosaves/Game/Levels/Level1_Auto9.umap
Normal file
Binary file not shown.
BIN
Assignment 3/Saved/Autosaves/PackageRestoreData.json
Normal file
BIN
Assignment 3/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
|
||||
|
@ -0,0 +1,5 @@
|
||||
[CrashReportClient]
|
||||
bHideLogFilesOption=false
|
||||
bIsAllowedToCloseWithoutSending=true
|
||||
CrashConfigPurgeDays=2
|
||||
|
@ -0,0 +1,5 @@
|
||||
[CrashReportClient]
|
||||
bHideLogFilesOption=false
|
||||
bIsAllowedToCloseWithoutSending=true
|
||||
CrashConfigPurgeDays=2
|
||||
|
@ -0,0 +1,5 @@
|
||||
[CrashReportClient]
|
||||
bHideLogFilesOption=false
|
||||
bIsAllowedToCloseWithoutSending=true
|
||||
CrashConfigPurgeDays=2
|
||||
|
1
Assignment 3/Saved/Config/WindowsEditor/Compat.ini
Normal file
1
Assignment 3/Saved/Config/WindowsEditor/Compat.ini
Normal file
@ -0,0 +1 @@
|
||||
|
1
Assignment 3/Saved/Config/WindowsEditor/ControlRig.ini
Normal file
1
Assignment 3/Saved/Config/WindowsEditor/ControlRig.ini
Normal file
@ -0,0 +1 @@
|
||||
|
@ -0,0 +1 @@
|
||||
|
3
Assignment 3/Saved/Config/WindowsEditor/Editor.ini
Normal file
3
Assignment 3/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 @@
|
||||
|
53
Assignment 3/Saved/Config/WindowsEditor/Engine.ini
Normal file
53
Assignment 3/Saved/Config/WindowsEditor/Engine.ini
Normal file
@ -0,0 +1,53 @@
|
||||
[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=
|
||||
|
1
Assignment 3/Saved/Config/WindowsEditor/FullBodyIK.ini
Normal file
1
Assignment 3/Saved/Config/WindowsEditor/FullBodyIK.ini
Normal file
@ -0,0 +1 @@
|
||||
|
1
Assignment 3/Saved/Config/WindowsEditor/Game.ini
Normal file
1
Assignment 3/Saved/Config/WindowsEditor/Game.ini
Normal file
@ -0,0 +1 @@
|
||||
|
29
Assignment 3/Saved/Config/WindowsEditor/GameUserSettings.ini
Normal file
29
Assignment 3/Saved/Config/WindowsEditor/GameUserSettings.ini
Normal file
@ -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
|
||||
|
1
Assignment 3/Saved/Config/WindowsEditor/HairStrands.ini
Normal file
1
Assignment 3/Saved/Config/WindowsEditor/HairStrands.ini
Normal file
@ -0,0 +1 @@
|
||||
|
1
Assignment 3/Saved/Config/WindowsEditor/Hardware.ini
Normal file
1
Assignment 3/Saved/Config/WindowsEditor/Hardware.ini
Normal file
@ -0,0 +1 @@
|
||||
|
1
Assignment 3/Saved/Config/WindowsEditor/Input.ini
Normal file
1
Assignment 3/Saved/Config/WindowsEditor/Input.ini
Normal file
@ -0,0 +1 @@
|
||||
|
1
Assignment 3/Saved/Config/WindowsEditor/Lightmass.ini
Normal file
1
Assignment 3/Saved/Config/WindowsEditor/Lightmass.ini
Normal file
@ -0,0 +1 @@
|
||||
|
1
Assignment 3/Saved/Config/WindowsEditor/Niagara.ini
Normal file
1
Assignment 3/Saved/Config/WindowsEditor/Niagara.ini
Normal file
@ -0,0 +1 @@
|
||||
|
1
Assignment 3/Saved/Config/WindowsEditor/Paper2D.ini
Normal file
1
Assignment 3/Saved/Config/WindowsEditor/Paper2D.ini
Normal file
@ -0,0 +1 @@
|
||||
|
@ -0,0 +1 @@
|
||||
|
1
Assignment 3/Saved/Config/WindowsEditor/Scalability.ini
Normal file
1
Assignment 3/Saved/Config/WindowsEditor/Scalability.ini
Normal file
@ -0,0 +1 @@
|
||||
|
1
Assignment 3/Saved/Config/WindowsEditor/Synthesis.ini
Normal file
1
Assignment 3/Saved/Config/WindowsEditor/Synthesis.ini
Normal file
@ -0,0 +1 @@
|
||||
|
@ -0,0 +1 @@
|
||||
|
@ -0,0 +1 @@
|
||||
|
BIN
Assignment 3/Saved/Config/WorldState/1068658229.json
Normal file
BIN
Assignment 3/Saved/Config/WorldState/1068658229.json
Normal file
Binary file not shown.
1258
Assignment 3/Saved/Logs/SpaceShooter-backup-2022.10.16-06.30.13.log
Normal file
1258
Assignment 3/Saved/Logs/SpaceShooter-backup-2022.10.16-06.30.13.log
Normal file
File diff suppressed because one or more lines are too long
1532
Assignment 3/Saved/Logs/SpaceShooter-backup-2022.10.16-09.08.13.log
Normal file
1532
Assignment 3/Saved/Logs/SpaceShooter-backup-2022.10.16-09.08.13.log
Normal file
File diff suppressed because one or more lines are too long
1359
Assignment 3/Saved/Logs/SpaceShooter-backup-2022.10.16-16.23.53.log
Normal file
1359
Assignment 3/Saved/Logs/SpaceShooter-backup-2022.10.16-16.23.53.log
Normal file
File diff suppressed because one or more lines are too long
1436
Assignment 3/Saved/Logs/SpaceShooter-backup-2022.10.17-00.00.30.log
Normal file
1436
Assignment 3/Saved/Logs/SpaceShooter-backup-2022.10.17-00.00.30.log
Normal file
File diff suppressed because one or more lines are too long
2165
Assignment 3/Saved/Logs/SpaceShooter.log
Normal file
2165
Assignment 3/Saved/Logs/SpaceShooter.log
Normal file
File diff suppressed because one or more lines are too long
27
Assignment 3/SpaceShooter.uproject
Normal file
27
Assignment 3/SpaceShooter.uproject
Normal file
@ -0,0 +1,27 @@
|
||||
{
|
||||
"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"
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user