Adam 1 hete
szülő
commit
a367867b75
100 módosított fájl, 355 hozzáadás és 0 törlés
  1. 6 0
      Config/Android/AndroidEngine.ini
  2. 3 0
      Config/DefaultEditor.ini
  3. 174 0
      Config/DefaultEngine.ini
  4. 4 0
      Config/DefaultGame.ini
  5. 128 0
      Config/DefaultInput.ini
  6. 4 0
      Config/Mac/MacEngine.ini
  7. 6 0
      Config/VisionOS/VisionOSDeviceProfiles.ini
  8. 30 0
      Config/VisionOS/VisionOSEngine.ini
  9. BIN
      Content/LevelPrototyping/Interactable/Door/BP_DoorFrame.uasset
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      Content/LevelPrototyping/Interactable/Door/Meshes/SM_Door.uasset
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      Content/LevelPrototyping/Interactable/Door/Meshes/SM_DoorFrame_Corner.uasset
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      Content/LevelPrototyping/Interactable/Door/Meshes/SM_DoorFrame_Edge.uasset
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      Content/LevelPrototyping/Interactable/JumpPad/Assets/Materials/MI_GlowNT.uasset
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      Content/LevelPrototyping/Interactable/JumpPad/Assets/Materials/M_GradientGlow.uasset
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      Content/LevelPrototyping/Interactable/JumpPad/Assets/Materials/M_SimpleGlow.uasset
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      Content/LevelPrototyping/Interactable/JumpPad/Assets/Meshes/SM_CircularBand.uasset
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      Content/LevelPrototyping/Interactable/JumpPad/Assets/Meshes/SM_CircularGlow.uasset
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      Content/LevelPrototyping/Interactable/JumpPad/Assets/NS_JumpPad.uasset
  19. BIN
      Content/LevelPrototyping/Interactable/JumpPad/BP_JumpPad.uasset
  20. BIN
      Content/LevelPrototyping/Interactable/Target/Assets/SM_TargetBaseMesh.uasset
  21. BIN
      Content/LevelPrototyping/Interactable/Target/BP_WobbleTarget.uasset
  22. BIN
      Content/LevelPrototyping/Materials/MF_ProcGrid.uasset
  23. BIN
      Content/LevelPrototyping/Materials/MI_DefaultColorway.uasset
  24. BIN
      Content/LevelPrototyping/Materials/MI_PrototypeGrid_Gray.uasset
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      Content/LevelPrototyping/Materials/MI_PrototypeGrid_Gray_02.uasset
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      Content/LevelPrototyping/Materials/MI_PrototypeGrid_Gray_Round.uasset
  27. BIN
      Content/LevelPrototyping/Materials/MI_PrototypeGrid_TopDark.uasset
  28. BIN
      Content/LevelPrototyping/Materials/M_FlatCol.uasset
  29. BIN
      Content/LevelPrototyping/Materials/M_PrototypeGrid.uasset
  30. BIN
      Content/LevelPrototyping/Meshes/SM_ChamferCube.uasset
  31. BIN
      Content/LevelPrototyping/Meshes/SM_Cube.uasset
  32. BIN
      Content/LevelPrototyping/Meshes/SM_Cylinder.uasset
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      Content/LevelPrototyping/Meshes/SM_Plane.uasset
  34. BIN
      Content/LevelPrototyping/Meshes/SM_QuarterCylinder.uasset
  35. BIN
      Content/LevelPrototyping/Meshes/SM_QuarterCylinderOuter.uasset
  36. BIN
      Content/LevelPrototyping/Meshes/SM_Ramp.uasset
  37. BIN
      Content/LevelPrototyping/Textures/T_GridChecker_A.uasset
  38. BIN
      Content/VRSpectator/EVRSpectatorMode.uasset
  39. BIN
      Content/VRSpectator/Input/Actions/IA_VRSpectator_FOV.uasset
  40. BIN
      Content/VRSpectator/Input/Actions/IA_VRSpectator_FOV_Reset.uasset
  41. BIN
      Content/VRSpectator/Input/Actions/IA_VRSpectator_FadeInOut.uasset
  42. BIN
      Content/VRSpectator/Input/Actions/IA_VRSpectator_Look.uasset
  43. BIN
      Content/VRSpectator/Input/Actions/IA_VRSpectator_Move.uasset
  44. BIN
      Content/VRSpectator/Input/Actions/IA_VRSpectator_ResetRotation.uasset
  45. BIN
      Content/VRSpectator/Input/Actions/IA_VRSpectator_Toggle.uasset
  46. BIN
      Content/VRSpectator/Input/IMC_VRSpectator.uasset
  47. BIN
      Content/VRSpectator/RT_VRSpectator.uasset
  48. BIN
      Content/VRSpectator/VRSpectator.uasset
  49. BIN
      Content/VRTemplate/VRTemplateMap.umap
  50. BIN
      Content/Weapons/GrenadeLauncher/Audio/FirstPersonTemplateWeaponFire02.uasset
  51. BIN
      Content/Weapons/GrenadeLauncher/Materials/M_GrenadeLauncher.uasset
  52. BIN
      Content/Weapons/GrenadeLauncher/Materials/M_ProjectileBullet.uasset
  53. BIN
      Content/Weapons/GrenadeLauncher/Meshes/FirstPersonProjectileMesh.uasset
  54. BIN
      Content/Weapons/GrenadeLauncher/Meshes/PA_GrenadeLauncher.uasset
  55. BIN
      Content/Weapons/GrenadeLauncher/Meshes/SKM_GrenadeLauncher.uasset
  56. BIN
      Content/Weapons/GrenadeLauncher/Meshes/SK_GrenadeLauncher.uasset
  57. BIN
      Content/Weapons/GrenadeLauncher/Meshes/SM_GrenadeLauncher.uasset
  58. BIN
      Content/Weapons/GrenadeLauncher/Textures/T_FPGun_M.uasset
  59. BIN
      Content/Weapons/GrenadeLauncher/Textures/T_FPGun_N.uasset
  60. BIN
      Content/Weapons/Pistol/Materials/MI_Weapon_Pistol.uasset
  61. BIN
      Content/Weapons/Pistol/Meshes/PA_Pistol.uasset
  62. BIN
      Content/Weapons/Pistol/Meshes/SKM_Pistol.uasset
  63. BIN
      Content/Weapons/Pistol/Meshes/SK_Pistol.uasset
  64. BIN
      Content/Weapons/Pistol/Meshes/SM_Pistol.uasset
  65. BIN
      Content/Weapons/Pistol/Textures/T_Pistol_AORM.uasset
  66. BIN
      Content/Weapons/Pistol/Textures/T_Pistol_D.uasset
  67. BIN
      Content/Weapons/Pistol/Textures/T_Pistol_Masks.uasset
  68. BIN
      Content/Weapons/Pistol/Textures/T_Pistol_N.uasset
  69. BIN
      Content/Weapons/Rifle/Materials/M_Rifle.uasset
  70. BIN
      Content/Weapons/Rifle/Materials/M_Weapon.uasset
  71. BIN
      Content/Weapons/Rifle/Meshes/PA_Rifle.uasset
  72. BIN
      Content/Weapons/Rifle/Meshes/SKM_Rifle.uasset
  73. BIN
      Content/Weapons/Rifle/Meshes/SK_Rifle.uasset
  74. BIN
      Content/Weapons/Rifle/Meshes/SM_Rifle.uasset
  75. BIN
      Content/Weapons/Rifle/Textures/T_Rifle_BC.uasset
  76. BIN
      Content/Weapons/Rifle/Textures/T_Rifle_N.uasset
  77. BIN
      Content/XRFramework/Audio/Fire01.uasset
  78. BIN
      Content/XRFramework/Audio/Fire_Cue.uasset
  79. BIN
      Content/XRFramework/Blueprints/BPI_PawnAnim.uasset
  80. BIN
      Content/XRFramework/Blueprints/BP_AssetGuideline.uasset
  81. BIN
      Content/XRFramework/Blueprints/BP_GrabComponent.uasset
  82. BIN
      Content/XRFramework/Blueprints/BP_Grabbable_SmallCube.uasset
  83. BIN
      Content/XRFramework/Blueprints/BP_Menu.uasset
  84. BIN
      Content/XRFramework/Blueprints/BP_Passthrough.uasset
  85. BIN
      Content/XRFramework/Blueprints/BP_Pistol.uasset
  86. BIN
      Content/XRFramework/Blueprints/BP_Projectile.uasset
  87. BIN
      Content/XRFramework/Blueprints/BP_TeleportVisualizer.uasset
  88. BIN
      Content/XRFramework/Blueprints/BP_XRGameMode.uasset
  89. BIN
      Content/XRFramework/Blueprints/BP_XRPawn.uasset
  90. BIN
      Content/XRFramework/Blueprints/E_GrabType.uasset
  91. BIN
      Content/XRFramework/Blueprints/WBP_Menu.uasset
  92. BIN
      Content/XRFramework/Haptics/GrabHapticEffect.uasset
  93. BIN
      Content/XRFramework/Haptics/PistolFireHapticEffect.uasset
  94. BIN
      Content/XRFramework/Input/Actions/Hands/IA_Hand_Grasp_Left.uasset
  95. BIN
      Content/XRFramework/Input/Actions/Hands/IA_Hand_Grasp_Right.uasset
  96. BIN
      Content/XRFramework/Input/Actions/Hands/IA_Hand_IndexCurl_Left.uasset
  97. BIN
      Content/XRFramework/Input/Actions/Hands/IA_Hand_IndexCurl_Right.uasset
  98. BIN
      Content/XRFramework/Input/Actions/Hands/IA_Hand_Point_Left.uasset
  99. BIN
      Content/XRFramework/Input/Actions/Hands/IA_Hand_Point_Right.uasset
  100. BIN
      Content/XRFramework/Input/Actions/Hands/IA_Hand_ThumbUp_Left.uasset

+ 6 - 0
Config/Android/AndroidEngine.ini

@@ -0,0 +1,6 @@
+[/Script/Engine.RendererSettings]
+r.DistanceFields=0
+
+; r.Mobile.AllowFramebufferFetch=1 reverts the mobile deferred renderer from multi-pass to single-pass/Vulkan subpasses, which was the default before UE 5.7.
+; Multi-pass deferred is disabled for VR Template for 5.7.1 due to rendering issues with mobile multi-view.
+r.Mobile.AllowFramebufferFetch=1

+ 3 - 0
Config/DefaultEditor.ini

@@ -0,0 +1,3 @@
+
+[/Script/UnrealEd.EditorPerformanceProjectSettings]
+RealtimeScreenPercentageMode=BasedOnDPIScale

+ 174 - 0
Config/DefaultEngine.ini

@@ -0,0 +1,174 @@
+[/Script/EngineSettings.GameMapsSettings]
+GlobalDefaultGameMode=/Game/XRFramework/Blueprints/BP_XRGameMode.BP_XRGameMode_C
+EditorStartupMap=/Game/VRTemplate/VRTemplateMap.VRTemplateMap
+GameDefaultMap=/Game/VRTemplate/VRTemplateMap.VRTemplateMap
+
+[/Script/Engine.RendererSettings]
+r.ForwardShading=True
+r.MobileHDR=False
+vr.MobileMultiView=True
+vr.InstancedStereo=True
+r.DefaultFeature.AutoExposure=False
+r.DefaultFeature.AmbientOcclusion=False
+r.DefaultFeature.AmbientOcclusionStaticFraction=False
+r.DefaultFeature.MotionBlur=False
+r.Mobile.UseHWsRGBEncoding=True
+
+r.Shadow.Virtual.Enable=1
+
+r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
+r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
+r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
+
+r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
+r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
+r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
+
+r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
+r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
+r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
+
+r.GenerateMeshDistanceFields=True
+
+r.DynamicGlobalIlluminationMethod=1
+
+r.ReflectionMethod=1
+r.Mobile.AntiAliasing=3
+r.AntiAliasingMethod=3
+r.AllowStaticLighting=True
+r.Mobile.PropagateAlpha=True
+r.Mobile.ShadingPath=0
+
+r.SkinCache.CompileShaders=True
+
+r.RayTracing=True
+
+r.RayTracing.RayTracingProxies.ProjectEnabled=True
+
+r.Substrate=True
+
+r.Substrate.ProjectGBufferFormat=0
+
+[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
+bBuildForES31=False
+ExtraApplicationSettings=<meta-data android:name="com.oculus.supportedDevices" android:value="quest2|questpro|quest3" />
+bPackageForMetaQuest=True
+MinSDKVersion=32
+TargetSDKVersion=32
+
+[/Script/WindowsTargetPlatform.WindowsTargetSettings]
+DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
+DefaultGraphicsRHI=DefaultGraphicsRHI_Default
+-D3D12TargetedShaderFormats=PCD3D_SM5
++D3D12TargetedShaderFormats=PCD3D_SM6
+-D3D11TargetedShaderFormats=PCD3D_SM5
++D3D11TargetedShaderFormats=PCD3D_SM5
+Compiler=Default
+AudioSampleRate=48000
+AudioCallbackBufferFrameSize=1024
+AudioNumBuffersToEnqueue=1
+AudioMaxChannels=0
+AudioNumSourceWorkers=4
+SpatializationPlugin=
+SourceDataOverridePlugin=
+ReverbPlugin=
+OcclusionPlugin=
+CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0)
+CacheSizeKB=65536
+MaxChunkSizeOverrideKB=0
+bResampleForDevice=False
+MaxSampleRate=48000.000000
+HighSampleRate=32000.000000
+MedSampleRate=24000.000000
+LowSampleRate=12000.000000
+MinSampleRate=8000.000000
+CompressionQualityModifier=1.000000
+AutoStreamingThreshold=0.000000
+SoundCueCookQualityIndex=-1
+
+[/Script/NavigationSystem.NavigationSystemV1]
+bAllowClientSideNavigation=True
+
+[/Script/LinuxTargetPlatform.LinuxTargetSettings]
+-TargetedRHIs=SF_VULKAN_SM5
++TargetedRHIs=SF_VULKAN_SM6
+
+[/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,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
++Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")
++Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,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. ")
++Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")
++Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,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. ")
++Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,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.")
++Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,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. ")
++Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
++Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(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.")
++Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,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.")
++Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
++Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
++Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
++Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,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.")
++Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,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.")
++Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
++Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(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. ")
++DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="3DWidget")
+-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")
+-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")
+
+[/Script/OpenXRHMD.OpenXRHMDSettings]
+xr.OpenXRInvertAlpha=True
+
+
+[/Script/Engine.Engine]
++ActiveGameNameRedirects=(OldGameName="TP_VirtualRealityBP",NewGameName="/Script/GAMEN_VR_Unreal")
++ActiveGameNameRedirects=(OldGameName="/Script/TP_VirtualRealityBP",NewGameName="/Script/GAMEN_VR_Unreal")
+
+[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
+bEnablePlugin=True
+bAllowNetworkConnection=True
+SecurityToken=DF1A839549BE78DC2A7D32A9FBF23D64
+bIncludeInShipping=False
+bAllowExternalStartInShipping=False
+bCompileAFSProject=False
+bUseCompression=False
+bLogFiles=False
+bReportStats=False
+ConnectionType=USBOnly
+bUseManualIPAddress=False
+ManualIPAddress=
+

+ 4 - 0
Config/DefaultGame.ini

@@ -0,0 +1,4 @@
+[/Script/EngineSettings.GeneralProjectSettings]
+ProjectID=318655F54E8060DC267677B6CBF33B81
+bStartInVR=True
+

+ 128 - 0
Config/DefaultInput.ini

@@ -0,0 +1,128 @@
+[/Script/Engine.InputSettings]
+-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
+-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
+-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Left_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Right_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusHand_Left_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusHand_Left_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusHand_Left_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusHand_Left_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusHand_Left_PinkPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusHand_Right_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusHand_Right_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusHand_Right_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusHand_Right_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusHand_Right_PinkPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbRest",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbRest",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+bAltEnterTogglesFullscreen=True
+bF11TogglesFullscreen=True
+bUseMouseForTouch=False
+bEnableMouseSmoothing=True
+bEnableFOVScaling=True
+bCaptureMouseOnLaunch=True
+bEnableLegacyInputScales=True
+bEnableMotionControls=True
+bFilterInputByPlatformUser=False
+bShouldFlushPressedKeysOnViewportFocusLost=True
+bAlwaysShowTouchInterface=False
+bShowConsoleOnFourFingerTap=True
+bEnableGestureRecognizer=False
+bUseAutocorrect=False
+DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
+DefaultViewportMouseLockMode=LockOnCapture
+FOVScale=0.011110
+DoubleClickTime=0.200000
+DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
+DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
+DefaultTouchInterface=None
+-ConsoleKeys=Tilde
++ConsoleKeys=Tilde
+
+[/Script/EnhancedInput.EnhancedInputDeveloperSettings]
++DefaultMappingContexts=(InputMappingContext="/Game/XRFramework/Input/IMC_Default.IMC_Default",Priority=0,bAddImmediately=True,bRegisterWithUserSettings=False)
++DefaultMappingContexts=(InputMappingContext="/Game/XRFramework/Input/IMC_Hands.IMC_Hands",Priority=0,bAddImmediately=True,bRegisterWithUserSettings=False)
++DefaultMappingContexts=(InputMappingContext="/Game/XRFramework/Input/IMC_Weapon_Left.IMC_Weapon_Left",Priority=0,bAddImmediately=True,bRegisterWithUserSettings=False)
++DefaultMappingContexts=(InputMappingContext="/Game/XRFramework/Input/IMC_Weapon_Right.IMC_Weapon_Right",Priority=0,bAddImmediately=True,bRegisterWithUserSettings=False)
++DefaultMappingContexts=(InputMappingContext="/Game/XRFramework/Input/IMC_Menu.IMC_Menu",Priority=0,bAddImmediately=True,bRegisterWithUserSettings=False)
+UserSettingsClass=/Script/EnhancedInput.EnhancedInputUserSettings
+DefaultPlayerMappableKeyProfileClass=/Script/EnhancedInput.EnhancedPlayerMappableKeyProfile
+InputSettingsSaveSlotName=EnhancedInputUserSettings
+DefaultWorldInputClass=/Script/EnhancedInput.EnhancedPlayerInput
+bSendTriggeredEventsWhenInputIsFlushed=True
+bEnableUserSettings=False
+EnhancedInput.EnableDefaultMappingContexts=True
+EnhancedInput.OnlyTriggerLastActionInChord=True
+bEnableInputModeFiltering=True
+bEnableWorldSubsystem=False
+DefaultMappingContextInputModeQuery=(TokenStreamVersion=0,TagDictionary=((TagName="EnhancedInput.Modes.Default")),QueryTokenStream=(0,1,2,1,0),UserDescription="",AutoDescription="")
+DefaultInputMode=(GameplayTags=((TagName="EnhancedInput.Modes.Default")))
+

+ 4 - 0
Config/Mac/MacEngine.ini

@@ -0,0 +1,4 @@
+
+[/Script/Engine.RendererSettings]
+vr.InstancedStereo=False
+vr.MobileMultiView=False

+ 6 - 0
Config/VisionOS/VisionOSDeviceProfiles.ini

@@ -0,0 +1,6 @@
+[VisionPro DeviceProfile]
+;MSAA
+;+CVars=r.Mobile.XRMSAAMode=2 ;Note: this is in BaseDeviceProfiles.ini, so you don't actually need to set it.
+
+;NOT MSAA
++CVars=r.Mobile.XRMSAAMode=0

+ 30 - 0
Config/VisionOS/VisionOSEngine.ini

@@ -0,0 +1,30 @@
+[/Script/Engine.RendererSettings]
+;These settings are currently required for all visionOS projects.
+vr.InstancedStereo=False
+vr.MobileMultiView=False
+xr.OpenXRAcquireMode=1
+
+;MSAA ;Note these are the default settings, specified in DefaultEngine.ini and BaseDeviceProfiles.ini
+;r.Mobile.XRMSAAMode=2
+;r.Mobile.AntiAliasing=3
+;r.AntiAliasingMethod=3
+;MSAA END
+
+;FXAA
+;r.Mobile.XRMSAAMode=0 ; This is overridden in BaseDeviceProfile.ini for VisionPro.  It can be changed in VisionOSDeviceProfiles.ini for this project.
+r.Mobile.AntiAliasing=1
+r.AntiAliasingMethod=1
+;FXAA END
+
+;MIXED IMMERSION Enable these settings for .mixed immesion mode, aka passthrough, AR.
+;Comment them all out and full immesion will be used.
+;Note: You would also probably need to delete the skybox from the level, etc, so that you are not covering up all of the real world.
+r.Mobile.PropagateAlpha=1
+r.PostProcessing.PropagateAlpha=1
+r.AlphaInvertPass=1
+
+;Note: this could also be done in Editor->ProjectSettings->Platforms->visionOS->Immersive Space->ImmsersiveStyle to 1.
+[/Script/VisionOSRuntimeSettings.VisionOSRuntimeSettings]
+ImmersiveStyle=1
+;MIXED IMMERSION END
+

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Content/LevelPrototyping/Interactable/Door/Meshes/SM_DoorFrame_Corner.uasset


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Content/LevelPrototyping/Interactable/Door/Meshes/SM_DoorFrame_Edge.uasset


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Content/LevelPrototyping/Interactable/JumpPad/Assets/Materials/M_GradientGlow.uasset


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Content/LevelPrototyping/Interactable/JumpPad/Assets/Materials/M_SimpleGlow.uasset


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Content/LevelPrototyping/Interactable/JumpPad/Assets/Meshes/SM_CircularBand.uasset


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Content/LevelPrototyping/Interactable/JumpPad/Assets/NS_JumpPad.uasset


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Content/LevelPrototyping/Interactable/JumpPad/BP_JumpPad.uasset


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Content/LevelPrototyping/Interactable/Target/Assets/SM_TargetBaseMesh.uasset


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Content/LevelPrototyping/Interactable/Target/BP_WobbleTarget.uasset


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Content/LevelPrototyping/Materials/MF_ProcGrid.uasset


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Content/LevelPrototyping/Materials/MI_DefaultColorway.uasset


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Content/LevelPrototyping/Materials/MI_PrototypeGrid_Gray.uasset


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Content/LevelPrototyping/Materials/MI_PrototypeGrid_Gray_02.uasset


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Content/LevelPrototyping/Materials/MI_PrototypeGrid_Gray_Round.uasset


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Content/LevelPrototyping/Materials/MI_PrototypeGrid_TopDark.uasset


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Content/LevelPrototyping/Materials/M_FlatCol.uasset


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Content/LevelPrototyping/Materials/M_PrototypeGrid.uasset


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Content/LevelPrototyping/Meshes/SM_ChamferCube.uasset


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Content/LevelPrototyping/Meshes/SM_Cube.uasset


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Content/LevelPrototyping/Meshes/SM_Cylinder.uasset


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Content/LevelPrototyping/Meshes/SM_Plane.uasset


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Content/LevelPrototyping/Meshes/SM_QuarterCylinder.uasset


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Content/LevelPrototyping/Meshes/SM_QuarterCylinderOuter.uasset


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Content/LevelPrototyping/Meshes/SM_Ramp.uasset


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Content/LevelPrototyping/Textures/T_GridChecker_A.uasset


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Content/VRSpectator/EVRSpectatorMode.uasset


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Content/VRSpectator/Input/Actions/IA_VRSpectator_FOV.uasset


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Content/VRSpectator/Input/Actions/IA_VRSpectator_FOV_Reset.uasset


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Content/VRSpectator/Input/Actions/IA_VRSpectator_FadeInOut.uasset


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Content/VRSpectator/Input/Actions/IA_VRSpectator_Look.uasset


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Content/VRSpectator/Input/Actions/IA_VRSpectator_Move.uasset


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Content/VRSpectator/Input/Actions/IA_VRSpectator_ResetRotation.uasset


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Content/VRSpectator/Input/Actions/IA_VRSpectator_Toggle.uasset


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Content/VRSpectator/Input/IMC_VRSpectator.uasset


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Content/VRSpectator/RT_VRSpectator.uasset


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Content/VRSpectator/VRSpectator.uasset


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Content/VRTemplate/VRTemplateMap.umap


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Content/Weapons/GrenadeLauncher/Audio/FirstPersonTemplateWeaponFire02.uasset


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Content/Weapons/GrenadeLauncher/Materials/M_GrenadeLauncher.uasset


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Content/Weapons/GrenadeLauncher/Materials/M_ProjectileBullet.uasset


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Content/Weapons/GrenadeLauncher/Meshes/FirstPersonProjectileMesh.uasset


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Content/Weapons/GrenadeLauncher/Meshes/PA_GrenadeLauncher.uasset


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Content/Weapons/GrenadeLauncher/Meshes/SKM_GrenadeLauncher.uasset


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Content/Weapons/GrenadeLauncher/Meshes/SK_GrenadeLauncher.uasset


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Content/Weapons/GrenadeLauncher/Meshes/SM_GrenadeLauncher.uasset


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Content/Weapons/GrenadeLauncher/Textures/T_FPGun_M.uasset


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Content/Weapons/GrenadeLauncher/Textures/T_FPGun_N.uasset


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Content/Weapons/Pistol/Materials/MI_Weapon_Pistol.uasset


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Content/Weapons/Pistol/Meshes/PA_Pistol.uasset


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Content/Weapons/Pistol/Meshes/SKM_Pistol.uasset


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Content/Weapons/Pistol/Meshes/SK_Pistol.uasset


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Content/Weapons/Pistol/Meshes/SM_Pistol.uasset


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Content/Weapons/Pistol/Textures/T_Pistol_AORM.uasset


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Content/Weapons/Pistol/Textures/T_Pistol_D.uasset


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Content/Weapons/Pistol/Textures/T_Pistol_Masks.uasset


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Content/Weapons/Pistol/Textures/T_Pistol_N.uasset


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Content/Weapons/Rifle/Materials/M_Rifle.uasset


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Content/Weapons/Rifle/Materials/M_Weapon.uasset


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Content/Weapons/Rifle/Meshes/PA_Rifle.uasset


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Content/Weapons/Rifle/Meshes/SKM_Rifle.uasset


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Content/Weapons/Rifle/Meshes/SK_Rifle.uasset


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Content/Weapons/Rifle/Meshes/SM_Rifle.uasset


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Content/Weapons/Rifle/Textures/T_Rifle_BC.uasset


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Content/Weapons/Rifle/Textures/T_Rifle_N.uasset


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Content/XRFramework/Audio/Fire01.uasset


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Content/XRFramework/Audio/Fire_Cue.uasset


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Content/XRFramework/Blueprints/BPI_PawnAnim.uasset


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Content/XRFramework/Blueprints/BP_AssetGuideline.uasset


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Content/XRFramework/Blueprints/BP_GrabComponent.uasset


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Content/XRFramework/Blueprints/BP_Grabbable_SmallCube.uasset


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Content/XRFramework/Blueprints/BP_Menu.uasset


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Content/XRFramework/Blueprints/BP_Passthrough.uasset


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Content/XRFramework/Blueprints/BP_Pistol.uasset


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Content/XRFramework/Blueprints/BP_Projectile.uasset


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Content/XRFramework/Blueprints/BP_TeleportVisualizer.uasset


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Content/XRFramework/Blueprints/BP_XRGameMode.uasset


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Content/XRFramework/Blueprints/BP_XRPawn.uasset


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Content/XRFramework/Blueprints/E_GrabType.uasset


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Content/XRFramework/Blueprints/WBP_Menu.uasset


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Content/XRFramework/Haptics/GrabHapticEffect.uasset


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Content/XRFramework/Haptics/PistolFireHapticEffect.uasset


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Content/XRFramework/Input/Actions/Hands/IA_Hand_Grasp_Left.uasset


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Content/XRFramework/Input/Actions/Hands/IA_Hand_Grasp_Right.uasset


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Content/XRFramework/Input/Actions/Hands/IA_Hand_IndexCurl_Left.uasset


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Content/XRFramework/Input/Actions/Hands/IA_Hand_IndexCurl_Right.uasset


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Content/XRFramework/Input/Actions/Hands/IA_Hand_Point_Left.uasset


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Content/XRFramework/Input/Actions/Hands/IA_Hand_Point_Right.uasset


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Content/XRFramework/Input/Actions/Hands/IA_Hand_ThumbUp_Left.uasset


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