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Satisfactory CL#114192 (no EpicPortal). Save as ...\FactoryGame\Config\NoRedist\DefaultEngine.ini
[ConsoleVariables]
r.XGEShaderCompile=1
t.FPSChart.OpenFolderOnDump=0
r.SceneRenderTargetResizeMethod=2
r.XGEShaderCompile.Mode=1
net.UseAdaptiveNetUpdateFrequency=0
[EnumRemap]
TEXTUREGROUP_Project01.DisplayName=UI Streamable
[/Script/Engine.TextureLODSettings]
@TextureLODGroups=Group
+TextureLODGroups=(Group=TEXTUREGROUP_Project01,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
[Engine.ErrorHandling]
bPromptForRemoteDebugging=true
bPromptForRemoteDebugOnEnsure=true
[/Script/Engine.GarbageCollectionSettings]
gc.MaxObjectsNotConsideredByGC=1
[/Script/SignificanceManager.SignificanceManager]
SignificanceManagerClassName=/Game/FactoryGame/-Shared/Blueprint/BP_SignificanceManager.BP_SignificanceManager_C
[/Script/FactoryGame.FGMusicManager]
mMusicManagerClassName=/Game/FactoryGame/-Shared/Audio/Blueprints/BP_MusicManager.BP_MusicManager_C
[Kismet]
bNativeCodeGenerationTool=true
[/Script/OnlineSubsystemUtils.IpNetDriver]
ReplicationDriverClassName=/Script/FactoryGame.FGReplicationGraph
TimeoutMultiplierForUnoptimizedBuilds=11
NetServerMaxTickRate=20
ConnectionTimeout=30.0
[/Game/FactoryGame/Interface/UI/Menu/MainMenu/BP_FrontEnd_C]
mMainLevelString=Persistent_Level
[Core.System]
ZeroEngineVersionWarning=False
[GameplayAbilities]
GameplayAbilitiesEditorEnabled=true
[/Script/Engine.AISystemBase]
AISystemModuleName=AIModule
AISystemClassName=/Game/FactoryGame/-Shared/Blueprint/BP_AISystem.BP_AISystem_C
[/Script/FactoryGame.FGGlobalSettings]
mGlobalSettingsClassName=/Game/FactoryGame/-Shared/Blueprint/BP_GlobalSettings.BP_GlobalSettings_C
[/Script/FactoryGame.FGSaveSystem]
mMapRedirectors=(OldMapName="Exploration_Level",NewMapName="Persistent_Exploration")
mMapRedirectors=(OldMapName="Worklevel_Exploration",NewMapName="Persistent_Exploration")
[/Script/FactoryGame.FGBuildable]
mBuildEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_Build.BP_MaterialEffect_Build_C
mDismantleEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_Dismantle.BP_MaterialEffect_Dismantle_C
mHighlightParticleClassName=/Game/FactoryGame/Buildable/-Shared/Particle/NewBuildingPing.NewBuildingPing_C
[/Game/FactoryGame/Buildable/Factory/ConveyorBeltMk1/Build_ConveyorBeltMk1.Build_ConveyorBeltMk1_C]
mBuildEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_ConveyorBuild.BP_MaterialEffect_ConveyorBuild_C
mDismantleEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_Dismantle.BP_MaterialEffect_Dismantle_C
[/Game/FactoryGame/Buildable/Factory/ConveyorLiftMk1/Build_ConveyorLiftMk1.Build_ConveyorLiftMk1_C]
mBuildEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_Build.BP_MaterialEffect_Build_C
mDismantleEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_Dismantle.BP_MaterialEffect_Dismantle_C
[/Game/FactoryGame/Buildable/Factory/Pipeline/Build_Pipeline.Build_Pipeline_C]
mBuildEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_PipelineBuild.BP_MaterialEffect_PipelineBuild_C
mDismantleEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_Dismantle.BP_MaterialEffect_Dismantle_C
[/Game/FactoryGame/Buildable/Factory/Train/Track/Build_RailroadTrack.Build_RailroadTrack_C]
mBuildEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_TrainTrack.BP_MaterialEffect_TrainTrack_C
mDismantleEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_Dismantle.BP_MaterialEffect_Dismantle_C
[/Script/FactoryGame.FGBuildableWire]
mBuildEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_WireBuild.BP_MaterialEffect_WireBuild_C
mDismantleEffectClassName=
[/Game/FactoryGame/Buildable/Factory/Mam/Build_MamIntegrated.Build_MamIntegrated_C]
mBuildEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_Build.BP_MaterialEffect_Build_C
mBuildEffectClassName=/Game/FactoryGame/Buildable/Factory/TradingPost/BP_MaterialEffect_Build_Hub.BP_MaterialEffect_Build_Hub_C
mDismantleEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_Dismantle.BP_MaterialEffect_Dismantle_C
mDismantleEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_Dismantle.BP_MaterialEffect_Dismantle_C
[/Game/FactoryGame/Buildable/Factory/SpaceElevator/Build_SpaceElevator.Build_SpaceElevator_C]
mBuildEffectClassName=/Game/FactoryGame/Buildable/Factory/SpaceElevator/BP_MaterialEffect_SpaceElevator.BP_MaterialEffect_SpaceElevator_C
mDismantleEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_Dismantle.BP_MaterialEffect_Dismantle_C
[/Game/FactoryGame/Buildable/Factory/TradingPost/Build_TradingPost.Build_TradingPost_C]
mBuildEffectClassName=/Game/FactoryGame/Buildable/Factory/TradingPost/BP_MaterialEffect_Build_Hub.BP_MaterialEffect_Build_Hub_C
mDismantleEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_Dismantle.BP_MaterialEffect_Dismantle_C
[/Game/FactoryGame/Buildable/Factory/GeneratorBiomass/Build_GeneratorIntegratedBiomass.Build_GeneratorIntegratedBiomass_C]
mBuildEffectClassName=/Game/FactoryGame/Buildable/Factory/TradingPost/BP_MaterialEffect_Build_Hub.BP_MaterialEffect_Build_Hub_C
mDismantleEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_Dismantle.BP_MaterialEffect_Dismantle_C
[/Game/FactoryGame/Buildable/Factory/HubTerminal/Build_HubTerminal.Build_HubTerminal_C]
mBuildEffectClassName=/Game/FactoryGame/Buildable/Factory/TradingPost/BP_MaterialEffect_Build_Hub.BP_MaterialEffect_Build_Hub_C
mDismantleEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_Dismantle.BP_MaterialEffect_Dismantle_C
[/Game/FactoryGame/Buildable/Factory/WorkBench/Build_WorkBenchIntegrated.Build_WorkBenchIntegrated_C]
mBuildEffectClassName=/Game/FactoryGame/Buildable/Factory/TradingPost/BP_MaterialEffect_Build_Hub.BP_MaterialEffect_Build_Hub_C
mDismantleEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_Dismantle.BP_MaterialEffect_Dismantle_C
[/Game/FactoryGame/Buildable/Factory/StoragePlayer/Build_StorageIntegrated.Build_StorageIntegrated_C]
mBuildEffectClassName=/Game/FactoryGame/Buildable/Factory/TradingPost/BP_MaterialEffect_Build_Hub.BP_MaterialEffect_Build_Hub_C
mDismantleEffectClassName=/Game/FactoryGame/Buildable/Factory/-Shared/BP_MaterialEffect_Dismantle.BP_MaterialEffect_Dismantle_C
[CoreRedirects]
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+ActiveGameNameRedirects=(OldGameName="TP_FirstPerson",NewGameName="/Script/FactoryGame")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPerson",NewGameName="/Script/FactoryGame")
WorldSettingsClassName=/Script/FactoryGame.FGWorldSettings
AssetManagerClassName=/Script/FactoryGame.FGAssetManager
GameUserSettingsClassName=/Script/FactoryGame.FGGameUserSettings
bSmoothFrameRate=False
!NetDriverDefinitions=ClearArray
;+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="/Script/SocketSubsystemEpic.EpicNetDriver",DriverClassNameFallback="/Script/SocketSubsystemEpic.EpicNetDriver")
+NetDriverDefinitions=(DefName="DemoNetDriver",DriverClassName="/Script/Engine.DemoNetDriver",DriverClassNameFallback="/Script/Engine.DemoNetDriver")
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[AssetLocationCommandlet]
+AssetFolders=Texture
+AssetFolders=Animation
+AssetFolders=Material
+AssetFolders=Mesh
[/Script/NavigationSystem.RecastNavMesh]
RuntimeGeneration=Dynamic
AgentRadius=40.000000
AgentMaxSlope=50.000000
AgentMaxStepHeight=100.000000
[/Script/Engine.RendererSettings]
r.HZBOcclusion=1
r.MobileHDR=True
r.MobileNumDynamicPointLights=0
r.MobileDynamicPointLightsUseStaticBranch=False
r.DiscardUnusedQuality=False
r.AllowOcclusionQueries=True
r.MinScreenRadiusForLights=0.030000
r.MinScreenRadiusForDepthPrepass=0.050000
r.MinScreenRadiusForCSMDepth=0.010000
r.PrecomputedVisibilityWarning=False
r.TextureStreaming=True
Compat.UseDXT5NormalMaps=False
r.AllowStaticLighting=False
r.NormalMapsForStaticLighting=False
r.GenerateMeshDistanceFields=True
r.GenerateLandscapeGIData=True
r.TessellationAdaptivePixelsPerTriangle=48.000000
r.SeparateTranslucency=True
r.TranslucentSortPolicy=0
TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
r.CustomDepth=3
r.DefaultFeature.Bloom=True
r.DefaultFeature.AmbientOcclusion=True
r.DefaultFeature.AmbientOcclusionStaticFraction=True
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.MotionBlur=False
r.DefaultFeature.LensFlare=False
r.DefaultFeature.AntiAliasing=2
r.EarlyZPass=3
r.EarlyZPassMovable=False
r.DBuffer=False
r.ClearSceneMethod=1
r.BasePassOutputsVelocity=False
r.SelectiveBasePassOutputs=False
vr.InstancedStereo=False
r.WireframeCullThreshold=5.000000
UIScaleRule=ShortestSide
UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,Keys=,DefaultValue=340282346638528859811704183484516925440.000000),ExternalCurve=None)
bDefaultParticleCutouts=True
r.SupportLowQualityLightmaps=False
r.Mobile.EnableStaticAndCSMShadowReceivers=False
r.Mobile.AllowDistanceFieldShadows=False
r.Mobile.AllowMovableDirectionalLights=False
r.SkinCache.CompileShaders=False
r.SkinCache.SceneMemoryLimitInMB=128.000000
r.GPUSkin.Limit2BoneInfluences=False
r.SupportStationarySkylight=False
r.StencilForLODDither=False
r.TemporalAACurrentFrameWeight=0.2
r.DistanceFieldBuild.EightBit=True
r.DistanceFields.DefaultVoxelDensity=0.05
r.Shadow.UnbuiltPreviewInGame=True
[/Script/NavigationSystem.NavigationSystemV1]
bAutoCreateNavigationData=True
bAllowClientSideNavigation=False
bInitialBuildingLocked=False
bSkipAgentHeightCheckWhenPickingNavData=False
DataGatheringMode=Lazy
bGenerateNavigationOnlyAroundNavigationInvokers=True
ActiveTilesUpdateInterval=1.000000
-SupportedAgents=(Name="Default",Color=(B=0,G=255,R=140,A=164),DefaultQueryExtent=(X=50.000000,Y=50.000000,Z=250.000000),NavigationDataClassName=/Script/NavigationSystem.RecastNavMesh,AgentRadius=40.000000,AgentHeight=144.000000,AgentStepHeight=-1.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData=Class'/Script/NavigationSystem.RecastNavMesh',bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False)
+SupportedAgents=(Name="Default",Color=(B=0,G=255,R=140,A=164),DefaultQueryExtent=(X=50.000000,Y=60.000000,Z=250.000000),NavigationDataClassName=/Script/NavigationSystem.RecastNavMesh,AgentRadius=40.000000,AgentHeight=144.000000,AgentStepHeight=-1.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData=Class'/Script/NavigationSystem.RecastNavMesh',bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False)
DirtyAreasUpdateFreq=60.000000
[/Script/Engine.UserInterfaceSettings]
RenderFocusRule=Never
DefaultCursor=None
TextEditBeamCursor=None
CrosshairsCursor=None
GrabHandCursor=None
GrabHandClosedCursor=None
SlashedCircleCursor=None
ApplicationScale=1.000000
UIScaleRule=ShortestSide
CustomScalingRuleClass=None
UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,DefaultValue=340282346638528859811704183484516925440.000000,Keys=((Time=480.000000,Value=0.444000),(Time=640.000000,Value=0.500000),(Time=720.000000,Value=0.666000),(Time=768.000000,Value=0.710000),(Time=800.000000,Value=0.670000),(Time=900.000000,Value=0.830000),(Time=1050.000000,Value=1.000000),(Time=1080.000000,Value=1.000000),(Time=1440.000000,Value=1.330000),(Time=1600.000000,Value=1.340000),(Time=1680.000000,Value=1.100000),(Time=8640.000000,Value=8.000000))),ExternalCurve=None)
[/Script/AIModule.AISystem]
bEnableBTAITasks=True
bEnableDebuggerPlugin=True
[/Script/Engine.StreamingSettings]
s.EventDrivenLoaderEnabled=True
[/Script/Engine.EndUserSettings]
bSendAnonymousUsageDataToEpic=False
[HTTP]
HttpTimeout=300
HttpConnectionTimeout=-1
HttpReceiveTimeout=-1
HttpSendTimeout=-1
HttpMaxConnectionsPerServer=16
bEnableHttp=true
bUseNullHttp=false
HttpDelayTime=0
[OnlineSubsystem]
DefaultPlatformService=Null
bHasVoiceEnabled=false
[EpicP2P]
bIsDataReliable=false
bIsDataOrdered=false
ConnectionTimeoutSeconds=30.0
!IceServers=ClearArray
+IceServers=stun:epic-stun-1-prod.ol.epicgames.com:3478
+IceServers=stun:epic-stun-2-prod.ol.epicgames.com:3478
+IceServers=stun:epic-stun-3-prod.ol.epicgames.com:3478
+IceServers=stun:epic-stun-4-prod.ol.epicgames.com:3478
MinPort=7777
MaxPort=7827
[SocketSubsystemEpic]
bLocalAddrUsesGameSessionId=true
[XMPP]
bEnableWebsockets=true
[OnlineSubsystemMcp.XMPP]
bUseSSL=true
ServerPort=443
PingInterval=60
PingTimeout=30
bPrivateChatFriendsOnly=true
bPrivateChatFriendsOnly=true
ServerAddr="wss://xmpp-service-prod.ol.epicgames.com"
Domain=prod.ol.epicgames.com
[OnlineSubsystemMcp]
bEnabled=true
bEnableXmpp=true
bEnableNotificationHandler=true
bEnableNotificationTransportManager=true
bEnableNotificationTransportXmpp=true
bUseMCPIdentityForPlayerName=true
bQueryDisplayNameFromUserInterface=true
bCanTrustUserProvidedDisplayName=true
DefaultUntrustedDisplayName=Unknown Engineer
[OnlineSubsystemMcp.BaseServiceMcp]
bUpdatesConnectionStatus=true
HttpRetryLimit=4
+HttpRetryResponseCodes=429
+HttpRetryResponseCodes=503
+HttpRetryResponseCodes=504
AppName=Coffee Stain - Satisfactory (Diesel - Crab)
Protocol=https
+ServicePermissions=(Name="Client",Id="02612880aa774fb28e3741d3e01501fd",Key="7ZP]vm+i.uoetw@RxqRXpod_RNyjPC-%GM#ac~Pc")
BackendEnvironment=Prod
[OnlineSubsystemMcp.AccountServiceMcp]
ServiceName=account
Domain=account-public-service-prod03.ol.epicgames.com
RedirectUrl=accounts.epicgames.com
[OnlineSubsystemMcp.OnlineFriendsMcp]
ServiceName=friends
Domain=friends-public-service-prod06.ol.epicgames.com
[OnlineSubsystemMcp.GameServiceMcp]
!AltDomains=ClearArray
[OnlineSubsystemMcp.OnlineIdentityMcp]
bAutoLoginToXmpp=true
bShouldReconnectXmpp=true
bOfflineAccountToken=true
bOfflineClientToken=true
bVerifyAuthIncludesPermissions=false
bQueryMetadata=false
bQuerySSODomains=false
+HttpRetryResponseCodes=408
AuthCodeRedirectUrl=
bForceUpgradeHeadless=true
PlatformTokenEarlyExpirationSeconds=300
[OnlineSubsystemMcp.OnlineSessionMcp]
HeartbeatInterval=60.0
HttpRetryLimit=10
+HttpRetryResponseCodes=409
[OnlineSubsystemMcp.OnlinePresenceMcp]
PresenceUpdateDelaySeconds=1.0
[Internationalization]
Culture=en-US-Posix
[/Script/RenderDocPlugin.RenderDocPluginSettings]
renderdoc.CaptureAllActivity=False
renderdoc.CaptureCallstacks=True
renderdoc.ReferenceAllResources=False
renderdoc.SaveAllInitials=False
renderdoc.ShowHelpOnStartup=False
renderdoc.EnableCrashHandler=False
renderdoc.BinaryPath=C:\Program Files\RenderDoc
[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
bSupportsPortraitOrientation=False
bSupportsUpsideDownOrientation=False
bSupportsLandscapeLeftOrientation=True
PreferredLandscapeOrientation=LandscapeLeft
[/Script/Engine.CollisionProfile]
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="Projectile",CollisionEnabled=QueryOnly,ObjectTypeName="Projectile",CustomResponses=((Channel="WeaponInstantHit")),HelpMessage="Preset for projectiles",bCanModify=True)
+Profiles=(Name="Hologram",CollisionEnabled=NoCollision,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore)),HelpMessage="Holograms",bCanModify=True)
+Profiles=(Name="Clearance",CollisionEnabled=QueryOnly,ObjectTypeName="Clearance",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Resource",Response=ECR_Ignore),(Channel="Clearance"),(Channel="HologramClearance",Response=ECR_Overlap)),HelpMessage="Building clearances",bCanModify=True)
+Profiles=(Name="Resource",CollisionEnabled=QueryOnly,ObjectTypeName="Resource",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Hologram",Response=ECR_Overlap)),HelpMessage="Resources",bCanModify=True)
+Profiles=(Name="BlockOnlyBuildGun",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="BuildGun")),HelpMessage="For objects that only block the build gun.",bCanModify=True)
+Profiles=(Name="ResourceNoCollision",CollisionEnabled=QueryOnly,ObjectTypeName="Resource",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Hologram",Response=ECR_Overlap),(Channel="Resource",Response=ECR_Ignore)),HelpMessage="For resources you can\'t step up on",bCanModify=True)
+Profiles=(Name="InteractableFoliageNoCollision",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Resource",Response=ECR_Ignore)),HelpMessage="Interactable Foliage that can be passed through by player and vehicles.",bCanModify=True)
+Profiles=(Name="Foliage",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Resource",Response=ECR_Ignore)),HelpMessage="Collision for foliage, i guess.",bCanModify=True)
+Profiles=(Name="ResourceMesh",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Resource",Response=ECR_Ignore),(Channel="VehicleWheelQuery")),HelpMessage="Used for static meshes over resource nodes",bCanModify=True)
+Profiles=(Name="HologramClearance",CollisionEnabled=QueryOnly,ObjectTypeName="HologramClearance",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Ignore),(Channel="Resource",Response=ECR_Overlap),(Channel="Clearance",Response=ECR_Overlap)),HelpMessage="Needs description",bCanModify=True)
+Profiles=(Name="WireMesh",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Resource",Response=ECR_Ignore),(Channel="BuildGun")),HelpMessage="Power lines etc.",bCanModify=True)
+Profiles=(Name="ConveyorSpline",CollisionEnabled=QueryAndPhysics,ObjectTypeName="",CustomResponses=((Channel="BuildGun"),(Channel="WeaponInstantHit"),(Channel="VehicleWheelQuery"),(Channel="HologramClearance",Response=ECR_Overlap)),HelpMessage="Conveyor belts, pipes etc.",bCanModify=True)
+Profiles=(Name="BuildingMesh",CollisionEnabled=QueryAndPhysics,ObjectTypeName="",CustomResponses=((Channel="Resource",Response=ECR_Ignore),(Channel="BuildGun"),(Channel="WeaponInstantHit"),(Channel="VehicleWheelQuery"),(Channel="HologramClearance",Response=ECR_Overlap)),HelpMessage="Foundations, walls, stairs etc",bCanModify=True)
+Profiles=(Name="WireHologramClearance",CollisionEnabled=QueryOnly,ObjectTypeName="HologramClearance",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Ignore),(Channel="Resource",Response=ECR_Ignore)),HelpMessage="Wires are special",bCanModify=True)
+Profiles=(Name="ClearanceDetector",CollisionEnabled=QueryOnly,ObjectTypeName="HologramClearance",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Resource",Response=ECR_Ignore),(Channel="Clearance",Response=ECR_Overlap)),HelpMessage="Needs description",bCanModify=True)
+Profiles=(Name="RailroadTrack",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Resource",Response=ECR_Ignore),(Channel="BuildGun"),(Channel="WeaponInstantHit"),(Channel="HologramClearance",Response=ECR_Overlap)),HelpMessage="Collision for Train Tracks",bCanModify=True)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Projectile",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="Hologram",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="Resource",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="Clearance",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="BuildGun",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,Name="WeaponInstantHit",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,Name="VehicleWheelQuery",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,Name="HologramClearance",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+EditProfiles=(Name="Trigger",CustomResponses=((Channel="Projectile",Response=ECR_Ignore)))
+EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="BuildGun",Response=ECR_Overlap),(Channel="WeaponInstantHit",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="Resource",Response=ECR_Overlap),(Channel="VehicleWheelQuery",Response=ECR_Overlap),(Channel="HologramClearance",Response=ECR_Ignore)))
+EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="BuildGun"),(Channel="WeaponInstantHit"),(Channel="VehicleWheelQuery"),(Channel="HologramClearance",Response=ECR_Ignore)))
+EditProfiles=(Name="OverlapAllDynamic",CustomResponses=((Channel="BuildGun",Response=ECR_Overlap),(Channel="WeaponInstantHit",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="VehicleWheelQuery",Response=ECR_Overlap),(Channel="HologramClearance",Response=ECR_Ignore)))
+EditProfiles=(Name="IgnoreOnlyPawn",CustomResponses=((Channel="BuildGun"),(Channel="WeaponInstantHit")))
+EditProfiles=(Name="Pawn",CustomResponses=((Channel="BuildGun",Response=ECR_Ignore),(Channel="WeaponInstantHit",Response=ECR_Ignore),(Channel="Clearance",Response=ECR_Ignore),(Channel="VehicleWheelQuery",Response=ECR_Ignore),(Channel="Projectile"),(Channel="HologramClearance",Response=ECR_Overlap)))
+EditProfiles=(Name="PhysicsActor",CustomResponses=((Channel="BuildGun",Response=ECR_Ignore),(Channel="WeaponInstantHit"),(Channel="Clearance",Response=ECR_Ignore),(Channel="VehicleWheelQuery",Response=ECR_Ignore),(Channel="HologramClearance",Response=ECR_Overlap)))
+EditProfiles=(Name="Destructible",CustomResponses=((Channel="BuildGun",Response=ECR_Ignore),(Channel="WeaponInstantHit"),(Channel="Clearance",Response=ECR_Ignore),(Channel="VehicleWheelQuery",Response=ECR_Ignore),(Channel="HologramClearance",Response=ECR_Overlap)))
+EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="BuildGun"),(Channel="WeaponInstantHit"),(Channel="Clearance",Response=ECR_Overlap)))
+EditProfiles=(Name="Vehicle",CustomResponses=((Channel="BuildGun"),(Channel="WeaponInstantHit"),(Channel="Clearance",Response=ECR_Ignore),(Channel="HologramClearance",Response=ECR_Overlap)))
+EditProfiles=(Name="BlockAll",CustomResponses=((Channel="BuildGun"),(Channel="WeaponInstantHit"),(Channel="VehicleWheelQuery"),(Channel="HologramClearance",Response=ECR_Ignore)))
+EditProfiles=(Name="OverlapOnlyPawn",CustomResponses=((Channel="BuildGun"),(Channel="WeaponInstantHit")))
+EditProfiles=(Name="NoCollision",CustomResponses=((Channel="WeaponInstantHit",Response=ECR_Ignore),(Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Resource",Response=ECR_Ignore)))
+EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="WeaponInstantHit"),(Channel="Clearance",Response=ECR_Ignore),(Channel="VehicleWheelQuery",Response=ECR_Ignore)))
+EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="WeaponInstantHit"),(Channel="BuildGun"),(Channel="Clearance",Response=ECR_Overlap)))
+EditProfiles=(Name="Ragdoll",CustomResponses=((Channel="WeaponInstantHit"),(Channel="VehicleWheelQuery",Response=ECR_Ignore)))
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+ProfileRedirects=(OldName="Holograms",NewName="Hologram")
+ProfileRedirects=(OldName="FoliageNoCollision",NewName="InteractableFoliageNoCollision")
+ProfileRedirects=(OldName="ConveyorMesh",NewName="ConveyorSpline")
-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="Resources",NewName="Resource")
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
Compiler=VisualStudio2019
[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-980.000000
DefaultTerminalVelocity=4000.000000
DefaultFluidFriction=0.300000
SimulateScratchMemorySize=262144
RagdollAggregateThreshold=4
TriangleMeshTriangleMinAreaThreshold=5.000000
bEnableShapeSharing=False
bEnablePCM=False
bEnableStabilization=False
bWarnMissingLocks=True
bEnable2DPhysics=False
PhysicErrorCorrection=(PingExtrapolation=0.100000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000)
LockedAxis=Invalid
DefaultDegreesOfFreedom=Full3D
BounceThresholdVelocity=200.000000
FrictionCombineMode=Average
RestitutionCombineMode=Average
MaxAngularVelocity=3600.000000
MaxDepenetrationVelocity=0.000000
ContactOffsetMultiplier=0.010000
MinContactOffset=0.000100
MaxContactOffset=1.000000
bSimulateSkeletalMeshOnDedicatedServer=True
DefaultShapeComplexity=CTF_UseSimpleAndComplex
bDefaultHasComplexCollision=True
bSuppressFaceRemapTable=False
bSupportUVFromHitResults=False
bDisableActiveActors=False
bDisableKinematicStaticPairs=False
bDisableKinematicKinematicPairs=False
bDisableCCD=False
bEnableEnhancedDeterminism=False
MaxPhysicsDeltaTime=0.033333
bSubstepping=True
bSubsteppingAsync=False
MaxSubstepDeltaTime=0.016667
MaxSubsteps=3
SyncSceneSmoothingFactor=0.000000
InitialAverageFrameRate=0.016667
PhysXTreeRebuildRate=10
+PhysicalSurfaces=(Type=SurfaceType1,Name="Surface_Sand")
+PhysicalSurfaces=(Type=SurfaceType2,Name="Surface_Metal")
+PhysicalSurfaces=(Type=SurfaceType3,Name="Surface_Rock")
+PhysicalSurfaces=(Type=SurfaceType4,Name="Surface_Grass")
+PhysicalSurfaces=(Type=SurfaceType5,Name="Surface_Moist")
+PhysicalSurfaces=(Type=SurfaceType6,Name="Surface_Gravel")
+PhysicalSurfaces=(Type=SurfaceType7,Name="Surface_Grass_High")
+PhysicalSurfaces=(Type=SurfaceType8,Name="Surface_RockGravel")
+PhysicalSurfaces=(Type=SurfaceType9,Name="Surface_SandCracked")
+PhysicalSurfaces=(Type=SurfaceType10,Name="Surface_Soil")
+PhysicalSurfaces=(Type=SurfaceType11,Name="Surface_Cement")
+PhysicalSurfaces=(Type=SurfaceType12,Name="Surface_Grate")
+PhysicalSurfaces=(Type=SurfaceType13,Name="Surface_Coral")
+PhysicalSurfaces=(Type=SurfaceType14,Name="Surface_Panel")
DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2)
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