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BaseEngine.ini
File metadata and controls
774 lines (711 loc) · 25.7 KB
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; =============================================================================
; Cleaned & Organized BaseEngine.ini for Brothers in Arms: Hell's Highway
; =============================================================================
[URL]
Protocol=unreal
Name=Player
Map=Entry
LocalMap=Entry
TransitionMap=Entry
MapExt=changeme
EXEName=unreal.exe
DebugEXEName=DEBUG-unreal.exe
SaveExt=usa
Port=7777
GameName=Default Game Name
GameNameShort=DGN
; =============================================================================
; Engine Core Settings
; =============================================================================
[Engine.Engine]
NetworkDevice=IpDrv.TcpNetDriver
ConsoleClassName=Engine.Console
WikiConsoleClassName=Engine.WikiConsole
GameViewportClientClassName=Engine.GameViewportClient
LocalPlayerClassName=Engine.LocalPlayer
DataStoreClientClassName=Engine.DataStoreClient
Language=int
bAllowMatureLanguage=FALSE
GameEngine=Engine.GameEngine
EditorEngine=Editor.EditorEngine
UnrealEdEngine=UnrealEd.UnrealEdEngine
Client=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
TinyFontName=EngineFonts.SmallFont
SmallFontName=EngineFonts.SmallFont
MediumFontName=EngineFonts.MediumFont
LargeFontName=EngineFonts.LargeFont
WireframeMaterialName=EngineMaterials.WireframeMaterial
DefaultMaterialName=EngineMaterials.DefaultMaterial
EmissiveTexturedMaterialName=EngineMaterials.EmissiveTexturedMaterial
GeomMaterialName=EngineMaterials.GeomMaterial
DefaultFogVolumeMaterialName=EngineMaterials.FogVolumeMaterial
TickMaterialName=EditorMaterials.Tick_Mat
CrossMaterialName=EditorMaterials.Cross_Mat
DefaultUICaretMaterialName=EngineMaterials.BlinkingCaret
SceneCaptureReflectActorMaterialName=EngineMaterials.ScreenMaterial
SceneCaptureCubeActorMaterialName=EngineMaterials.CubeMaterial
RandomAngleTextureName=EngineMaterials.RandomAngles
LevelColorationLitMaterialName=EngineMaterials.LevelColorationLitMaterial
LevelColorationUnlitMaterialName=EngineMaterials.LevelColorationUnlitMaterial
RemoveSurfaceMaterialName=EngineMaterials.RemoveSurfaceMaterial
EditorBrushMaterialName=EngineMaterials.EditorBrushMaterial
DefaultPhysMaterialName=EngineMaterials.DefaultPhysicalMaterial
TextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStreamingBounds_MATInst
TerrainCollisionMaterialName=EngineMaterials.TerrainCollisionMaterial
TerrainErrorMaterialName=EngineMaterials.MaterialError_Mat
TerrainMaterialMaxTextureCount=16
TerrainTessellationCheckCount=6
TerrainTessellationCheckBorder=2.0
TerrainTessellationCheckDistance=8000.0
BeginUPTryCount=200000
bStaticDecalsEnabled=True
bDynamicDecalsEnabled=True
bForceStaticTerrain=False
LightComplexityColors=(R=0,G=0,B=0,A=1)
LightComplexityColors=(R=0,G=255,B=0,A=1)
LightComplexityColors=(R=63,G=191,B=0,A=1)
LightComplexityColors=(R=127,G=127,B=0,A=1)
LightComplexityColors=(R=191,G=63,B=0,A=1)
LightComplexityColors=(R=255,G=0,B=0,A=1)
ShaderComplexityColors=(R=0,G=255,B=100,A=1)
ShaderComplexityColors=(R=0,G=255,B=0,A=1)
ShaderComplexityColors=(R=63,G=191,B=0,A=1)
ShaderComplexityColors=(R=127,G=127,B=0,A=1)
ShaderComplexityColors=(R=191,G=63,B=0,A=1)
ShaderComplexityColors=(R=255,G=0,B=0,A=1)
bUsePixelShaderComplexity=True
bUseAdditiveComplexity=True
MaxPixelShaderAdditiveComplexityCount=300
MaxPixelShaderOpaqueComplexityCount=100
MaxVertexShaderComplexityCount=100
TimeBetweenPurgingPendingKillObjects=30
bUseSound=True
bUseTextureStreaming=True
bUseBackgroundLevelStreaming=False ; Prevents delays by streaming assets eagerly
bSubtitlesEnabled=True
bSubtitlesForcedOff=FALSE
ScoutClassName="Engine.Scout"
DefaultPostProcessName=EngineMaterials.DefaultScenePostProcess
DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess
ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
bOnScreenKismetWarnings=TRUE
bEnableKismetLogging=FALSE
AllowShadowVolumesGame=FALSE
AllowShadowVolumesEditor=FALSE
ShadowVolumeLightRadiusThreshold=1000
ShadowVolumePrimitiveScreenSpacePercentageThreshold=0.25
bEnableVSMShadows=False
bEnableBranchingPCFShadows=True ; Activates high-end shadow filtering using PCF
ShadowFilterRadius=4
DepthBias=0.01
ShadowBias=0.01 ; Adjusts how shadows "stick" to surfaces (lower values = more accurate)
CameraRotationThreshold=45.0
CameraTranslationThreshold=10000
PrimitiveProbablyVisibleTime=2.0
PercentUnoccludedRequeries=0.25
MinTextureDensity=0.0
IdealTextureDensity=13.0
MaxTextureDensity=100.0
bDisablePhysXHardwareSupport=True
DemoRecordingDevice=Engine.DemoRecDriver
bPauseOnLossOfFocus=FALSE
MaxParticleResize=0
MaxParticleResizeWarn=0
NetClientTicksPerSecond=200
bAllowFlareOuts=true
bAllowSteepDecals=true
; =============================================================================
; Streaming & Networking
; =============================================================================
[Engine.StreamingMovies]
RenderPriorityPS3=1001
SuspendGameIO=True
[Engine.ISVHacks]
bInitializeShadersOnDemand=False
DisableATITextureFilterOptimizationChecks=True
UseMinimalNVIDIADriverShaderOptimization=True
PumpWindowMessagesWhenRenderThreadStalled=False
[Engine.GameEngine]
bSmoothFrameRate=False
MinSmoothedFrameRate=60
MaxSmoothedFrameRate=144
[Engine.DemoRecDriver]
AllowDownloads=True
DemoSpectatorClass=Engine.PlayerController
MaxClientRate=25000
ConnectionTimeout=15.0
InitialConnectTimeout=200.0
AckTimeout=1.0
KeepAliveTime=1.0
SimLatency=0
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=30
LanServerMaxTickRate=30
[Engine.PackagesToAlwaysCook]
; (Empty)
[Engine.StartupPackages]
bSerializeStartupPackagesFromMemory=FALSE
bSerializeStartupPackagesFromMemoryCompressed=FALSE
Package=DefaultUISkin
Package=EngineMaterials
Package=EngineFonts
[Engine.GameViewportClient]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
bLetterBox=False ; Should prevent black bars
[Engine.PlayerController]
CameraFOV=120.0 ; Set a custom FOV (adjust based on your monitor, 100-120 recommended)
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV ; Better for ultra-wide resolutions
[Engine.PackagesToForceCookPerMap]
; (Empty)
[Core.System]
MaxObjectsNotConsideredByGC=0
SizeOfPermanentObjectPool=0
StaleCacheDays=30
MaxStaleCacheSize=10
MaxOverallCacheSize=30
AsyncIOBandwidthLimit=0
CachePath=..\%GAME%Game\Cache
CacheExt=.uxx
Paths=..\Engine\Content
ScriptPaths=..\%GAME%Game\Script
FRScriptPaths=..\%GAME%Game\ScriptFinalRelease
CutdownPaths=..\%GAME%Game\CutdownPackages
CutdownPaths=..\%GAME%Game\Script
ScreenShotPath=..\%GAME%Game\ScreenShots
LocalizationPaths=..\Engine\Localization
Extensions=upk
Extensions=u
TextureFileCacheExtension=tfc
Suppress=Dev
Suppress=DevAudio
Suppress=DevBind
Suppress=DevBsp
Suppress=DevCollision
Suppress=DevCompile
Suppress=DevComponents
Suppress=DevCooking
Suppress=DevDataStore
Suppress=DevGarbage
Suppress=DevKill
Suppress=DevLoad
Suppress=DevNetTraffic
Suppress=DevPath
Suppress=DevReplace
Suppress=DevSave
Suppress=DevSound
Suppress=DevStats
Suppress=DevTick
Suppress=DevUI
Suppress=DevUIStates
Suppress=DevUIStyles
Suppress=DevUIAnimation
Suppress=Input
Suppress=Inventory
Suppress=Localization
Suppress=LocalizationWarning
Suppress=PlayerMove
Suppress=DevSHA
Suppress=DevShaders
MissingRedirectClassName=Engine.StaticMesh
MissingRedirectClassName=Engine.SkeletalMesh
MissingRedirectClassName=Engine.Material
MissingRedirectClassName=Engine.Texture2D
MissingRedirectClassName=Engine.TextureCube
MissingRedirectObjectName=CentralMissingArtRedirects.StaticMesh.MissingStaticMesh
MissingRedirectObjectName=CentralMissingArtRedirects.SkeletalMesh.MissingSkeletalMesh
MissingRedirectObjectName=CentralMissingArtRedirects.Material.MissingMaterial
MissingRedirectObjectName=CentralMissingArtRedirects.Texture.MissingTexture
MissingRedirectObjectName=CentralMissingArtRedirects.Texture.MissingCubemap
[Engine.Client]
DisplayGamma=2.2
MinDesiredFrameRate=35.000000
InitialButtonRepeatDelay=0.2
ButtonRepeatDelay=0.1
[WinDrv.WindowsClient]
;AudioDeviceClass=ALAudio.ALAudioDevice
AudioDeviceClass=FModAudio.FModAudioDevice
MinAllowableResolutionX=3440
MinAllowableResolutionY=1440
MaxAllowableResolutionX=0
MaxAllowableResolutionY=0
MinAllowableRefreshRate=0
MaxAllowableRefreshRate=0
ParanoidDeviceLostChecking=1
AllowJoystickInput=1
[Engine.Player]
ConfiguredInternetSpeed=10000
ConfiguredLanSpeed=20000
PP_DesaturationMultiplier=1.0
PP_HighlightsMultiplier=1.0
PP_MidTonesMultiplier=1.0
PP_ShadowsMultiplier=1.0
; =============================================================================
; Audio Settings
; =============================================================================
[ALAudio.ALAudioDevice]
MaxChannels=32
UseEffectsProcessing=True
TimeBetweenHWUpdates=15
MinOggVorbisDurationGame=20
MinOggVorbisDurationEditor=4
DeviceName=Generic Software
bUsesVirtualVoices=False
[FModAudio.FModAudioDevice]
MaxChannels=32
TimeBetweenHWUpdates=15
UseEffectsProcessing=True
MinOggVorbisDuration=20
bUsesVirtualVoices=True
; =============================================================================
; Network Driver Settings
; =============================================================================
[IpDrv.TcpNetDriver]
AllowDownloads=True
ConnectionTimeout=30.0
InitialConnectTimeout=200.0
AckTimeout=1.0
KeepAliveTime=0.2
MaxClientRate=15000
MaxInternetClientRate=10000
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=30
LanServerMaxTickRate=35
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload
NetConnectionClassName="IpDrv.TcpipConnection"
[IpServer.UdpServerQuery]
GameName=ut
[IpDrv.UdpBeacon]
DoBeacon=True
BeaconTime=0.50
BeaconTimeout=5.0
BeaconProduct=ut
ServerBeaconPort=8777
BeaconPort=9777
; =============================================================================
; Texture Streaming Settings
; =============================================================================
[TextureStreaming]
PoolSize=24000 ; Allocating 24 GB of VRAM for texture streaming (can be increased if needed)
HysteresisLimit=150 ; Reduces texture pop-in and improves loading consistency
DropMipLevelsLimit=200 ; Ensures high-quality textures are prioritized
StopIncreasingLimit=60 ; Controls when the system stops loading higher-res textures
StopStreamingLimit=40
MinFudgeFactor=1.5 ; Helps improve texture quality dynamically
FudgeFactorIncreaseRateOfChange=0.7
FudgeFactorDecreaseRateOfChange=-0.5
MinRequestedMipsToConsider=25 ; Keeps high mipmap levels loaded for sharper textures
MinTimeToGuaranteeMinMipCount=1
MaxTimeToGuaranteeMinMipCount=10
UseTextureFileCache=False ; Forces textures to be loaded directly without caching
MaxTextureMipBias=-3
[StreamByURL]
PostLoadPause=0.0
; =============================================================================
; Editor Settings
; =============================================================================
[Editor.EditorEngine]
LocalPlayerClassName=Editor.EditorPlayer
bUseSound=True
bSubtitlesEnabled=True
GridEnabled=True
SnapScaleEnabled=True
ScaleGridSize=5
SnapVertices=False
SnapDistance=10.000000
GridSize=(X=16.000000,Y=16.000000,Z=16.000000)
RotGridEnabled=True
RotGridSize=(Pitch=1024,Yaw=1024,Roll=1024)
GameCommandLine=-log
FOVAngle=175.000000
GodMode=True
AutoSaveDir=..\Engine\Autosaves
InvertWidgetZAxis=True
UseAxisIndicator=True
MatineeCurveDetail=0.1
Client=WinDrv.WindowsClient
CurrentGridSz=4
bUseMayaCameraControls=False
bPrefabsLocked=True
HeightMapExportClassName="TerrainHeightMapExporterTextT3D"
EditorOnlyContentPackages=EditorMeshes
EditorOnlyContentPackages=EditorMaterials
EditorOnlyContentPackages=EditorResources
EditPackagesInPath=..\Development\Src
EditPackages=Core
EditPackages=Engine
EditPackages=GameFramework
EditPackages=GearboxFramework
EditPackages=Editor
EditPackages=UnrealEd
EditPackages=UnrealScriptTest
EditPackages=IpDrv
[UnrealEd.UnrealEdEngine]
AutoSave=True
AutoSaveTimeMinutes=10
AutoSaveIndex=0
PackagesToBeFullyLoadedAtStartup=CentralMissingArtRedirects
PackagesToBeFullyLoadedAtStartup=EditorMaterials
PackagesToBeFullyLoadedAtStartup=EditorMeshes
PackagesToBeFullyLoadedAtStartup=EditorResources
PackagesToBeFullyLoadedAtStartup=EngineMaterials
PackagesToBeFullyLoadedAtStartup=EngineFonts
PackagesToBeFullyLoadedAtStartup=EngineScenes
PackagesToBeFullyLoadedAtStartup=EngineResources
PackagesToBeFullyLoadedAtStartup=DefaultUISkin
PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders
; =============================================================================
; Data Store Settings
; =============================================================================
[Engine.DataStoreClient]
GlobalDataStoreClasses="Engine.UIDataStore_Strings"
GlobalDataStoreClasses="Engine.UIDataStore_Images"
GlobalDataStoreClasses="Engine.UIDataStore_GameResource"
GlobalDataStoreClasses="Engine.CurrentGameDataStore"
GlobalDataStoreClasses="Engine.UIDataStore_SessionSettings"
GlobalDataStoreClasses="Engine.UIDataStore_Fonts"
GlobalDataStoreClasses="Engine.UIDataStore_Color"
GlobalDataStoreClasses="Engine.UIDataStore_Gamma"
GlobalDataStoreClasses="Engine.UIDataStore_Registry"
; Merged duplicate keys (case-insensitive) into one comma‑separated list:
PlayerDataStoreClassNames="Engine.PlayerOwnerDataStore,Engine.UIDataStore_PlayerSettings"
[Engine.UIDataStore_SessionSettings]
SessionSettingsProviderClassNames="Engine.SessionSettingsProvider_GameInfo"
; =============================================================================
; Shader & Navigation Settings
; =============================================================================
[DevOptions.Shaders]
AutoReloadChangedShaders=True
[Engine.NavMeshOptions]
Vert_Color_Game=(R=204,G=77,B=0,A=128)
Vert_Color_Editor=(R=204,G=77,B=0,A=128)
Vert_Color_OtherLayer=(R=102,G=35,B=0,A=128)
Vert_Color_Selected=(R=0,G=128,B=204,A=128)
Edge_Color_Game=(R=0,G=255,B=255,A=128)
Edge_Color_Editor=(R=0,G=255,B=255,A=128)
Edge_Color_OtherLayer=(R=0,G=128,B=128,A=128)
Edge_Color_Selected=(R=255,G=128,B=0,A=128)
Edge_Color_Named=(R=32,G=255,B=128,A=128)
Edge_Color_PartOfPoly=(R=255,G=255,B=0,A=128)
Edge_Color_PartOfSplit=(R=192,G=0,B=192,A=128)
Edge_Color_BeingSplit=(R=77,G=0,B=77,A=128)
Edge_Color_InPoly=(R=255,G=0,B=0,A=128)
Edge_Color_Crossed=(R=255,G=0,B=0,A=128)
Poly_Color_Game=(R=40,G=40,B=80,A=128)
Poly_Color_Editor=(R=255,G=0,B=255,A=128)
Poly_Color_OtherLayer=(R=128,G=0,B=128,A=128)
Poly_Color_Selected=(R=0,G=255,B=0,A=128)
Poly_Color_PolyPath=(R=24,G=24,B=128,A=128)
Poly_Color_PolyConsidered=(R=24,G=128,B=24,A=128)
ShowSecondaryLayers=false
Poly_Secondary_Layer_Colors=(R=255,G=0,B=255,A=128)
Poly_Secondary_Layer_Colors=(R=255,G=0,B=0,A=128)
Poly_Secondary_Layer_Colors=(R=0,G=255,B=0,A=128)
Poly_Secondary_Layer_Colors=(R=0,G=0,B=255,A=128)
Poly_Secondary_Layer_Colors=(R=128,G=128,B=0,A=128)
Poly_Secondary_Layer_Colors=(R=0,G=128,B=128,A=128)
; =============================================================================
; Stat & Remote Control Settings
; =============================================================================
[StatNotifyProviders]
XmlStatNotifyProvider=false
CsvStatNotifyProvider=false
StatsNotifyProvider_UDP=true
PIXNamedCounterProvider=false
[StatNotifyProviders.StatNotifyProvider_UDP]
ListenPort=13000
[RemoteControl]
SuppressRemoteControlAtStartup=False
[LogFiles]
PurgeLogsDays=2
[AnimationCompression]
DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_BitwiseCompressOnly
TranslationCompressionFormat=0
RotationCompressionFormat=1
; =============================================================================
; Online Subsystem Settings
; =============================================================================
[IpDrv.OnlineSubsystemCommonImpl]
MaxLocalTalkers=1
MaxRemoteTalkers=16
bIsUsingSpeechRecognition=false
[IpDrv.OnlineGameInterfaceImpl]
LanAnnouncePort=14001
LanQueryTimeout=5.0
[OnlineSubsystemPC.OnlineSubsystemPC]
ProfileDataDirectory=..\%GAME%Game\SaveData
ProfileDataExtension=".ue3profile"
[Engine.GearboxEngineGlobals]
NavMeshEdgeGameComponentClass=IGameComponent
[OnlineSubsystemLive.OnlineSubsystemLive]
LiveSystemLinkPort=14000
LanAnnouncePort=14001
; =============================================================================
; Static Mesh & Light Collections
; =============================================================================
[Engine.StaticMeshCollectionActor]
bCookOutStaticMeshActors=TRUE
MaxStaticMeshComponents=1000
[Engine.StaticLightCollectionActor]
bCookOutStaticLightActors=TRUE
MaxLightComponents=1000
; =============================================================================
; Live Socket Settings
; =============================================================================
[LiveSock]
bUseVDP=True
bUseSecureConnections=true
MaxDgramSockets=64
MaxStreamSockets=16
DefaultRecvBufsizeInK=256
DefaultSendBufsizeInK=256
; =============================================================================
; Custom Stats & Memory Tracking
; =============================================================================
[CustomStats]
LD=Streaming fudge factor
LD=FrameTime
LD=Terrain Foliage Time
LD=Foliage Render Time
LD=Terrain Smooth Time
LD=Terrain Render Time
LD=Decal Render Time
LD=Terrain Triangles
LD=Foliage Instances
LD=Decal Triangles
LD=Decal Draw Calls
LD=Static Mesh Tris
LD=Skel Mesh Tris
LD=Skel Verts CPU Skin
LD=Skel Verts GPU Skin
LD=30+ FPS
LD=Audio Memory Used
LD=Total CPU rendering time
LD=Total GPU rendering time
LD=Occluded primitives
LD=Projected shadows
LD=Visible static mesh elements
LD=Visible dynamic primitives
LD=Texture Pool Size
LD=Physical Memory Used
LD=Virtual Memory Used
LD=Audio Memory Used
LD=Texture Memory Used
LD=Vertex Lighting Memory
LD=StaticMesh Vertex Memory
LD=StaticMesh Index Memory
LD=SkeletalMesh Vertex Memory
LD=SkeletalMesh Index Memory
[MemorySplitClassesToTrack]
Class=AnimSequence
Class=AudioComponent
Class=AudioDevice
Class=CylinderComponent
Class=DecalComponent
Class=DecalLifetime
Class=DecalLifetimeAge
Class=DecalLifetimeData
Class=DecalLifetimeDataAge
Class=DecalManager
Class=DecalMaterial
Class=Field
Class=Font
Class=Level
Class=Material
Class=MaterialInstanceConstant
Class=MaterialInstanceTimeVarying
Class=Model
Class=ModelComponent
Class=MorphTarget
Class=ObjectReferencer
Class=ParticleModule
Class=ParticleSystemComponent
Class=PathNode
Class=RB_BodyInstance
Class=RB_BodySetup
Class=ReachSpec
Class=SkeletalMesh
Class=SoundCue
Class=SoundNode
Class=StaticMesh
Class=StaticMeshActor
Class=StaticMeshComponent
Class=Terrain
Class=TerrainComponent
Class=Texture2D
Class=UIRoot
[ConfigCoalesceFilter]
FilterOut=%GAME%Engine.ini
FilterOut=%GAME%Editor.ini
FilterOut=%GAME%Input.ini
FilterOut=%GAME%Game.ini
FilterOut=%GAME%UI.ini
FilterOut=UnrealEd.int
FilterOut=Editor.int
FilterOut=EditorTips.int
FilterOut=UnrealScriptTest.int
FilterOut=WinDrv.int
FilterOut=XWindow.int
[MemoryPools]
FLightPrimitiveInteractionInitialBlockSize=512
; =============================================================================
; Matinee & Pawn Cloner Settings
; =============================================================================
[Engine.MatineeMarker]
MarkerColor=(R=200,G=0,B=0,A=200)
[GearboxFramework.PawnCloner]
ClonerColor=(R=0,G=0,B=200,A=200)
; =============================================================================
; UI & Scene Settings
; =============================================================================
[Engine.GameUISceneClient]
UISceneScalingFactor=1.75 ; Adjusts UI scaling (1.0 = normal, 1.5 = 150% scaling)
OverlaySceneAlphaModulation=1.0 ; Ensure the UI isn't too transparent
; =============================================================================
; Merged System Settings
; (Merged from two [SystemSettings] sections; duplicates resolved)
; =============================================================================
[SystemSettings]
; Basic Rendering and Display Settings
StaticDecals=True
DynamicDecals=True
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=False
DirectionalLightmaps=True
DepthOfField=True
Bloom=True
QualityBloom=True
Distortion=True
DropParticleDistortion=False
SpeedTreeLeaves=True
SpeedTreeFronds=True
OnlyStreamInTextures=False
LensFlares=True
FogVolumes=True
FloatingPointRenderTargets=True
Trilinear=True
OneFrameThreadLag=False
UseVsync=True
UpscaleScreenPercentage=True
Fullscreen=False
AllowD3D10=False
EnableHighPolyChars=True
SkeletalMeshLODBias=-3 ; Forces higher-quality character models at a distance
StaticMeshLODDistanceScale=0.001 ; Reduces LOD switching for static objects
ParticleLODBias=-1 ; High-quality particle settings (overridden)
DetailMode=2
ShadowFilterQualityBias=2
MaxAnisotropy=16
MaxMultisamples=16 ; High anti-aliasing (duplicate removed; using 16)
ResX=3440
ResY=1440
AspectRatio=2.39 ; Ultra-wide aspect ratio for 3440x1440p
ScreenPercentage=100.0
ViewDistanceScale=30.0 ; Extends the draw distance for objects and terrain
SceneCaptureStreamingMultiplier=4.0 ; Loads high-resolution textures faster during movement
DynamicActorLODDistanceFactor=8.0 ; Ensures dynamic objects are drawn further away
bAllowCascadedShadowMaps=True
NumCascades=4 ; Divide shadows into multiple quality cascades for distance rendering
CascadeDistributionExponent=1.5 ; Focus more resolution on nearby shadows
AllowHighQualityBloom=True
bAllowPostProcessAA=True
bConstrainAspectRatio=False
; --- Higher texture quality ---
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=8192,LODBias=-3)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-3)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=8192,LODBias=-3)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-3)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-2)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=8192,LODBias=-3)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=8192,LODBias=-2)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=8192,LODBias=-1)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_LightAndShadowMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-1)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=8192,LODBias=-1)
TEXTUREGROUP_Foliage=(MinLODSize=1,MaxLODSize=8192,LODBias=-6)
; Global Illumination and Ambient Occlusion
bEnableAmbientOcclusion=True
AmbientOcclusionQuality=4 ; Ultra-quality ambient occlusion
bAllowHighQualityDOF=True
bEnableSSGI=True ; Enable screen-space global illumination for shadow depth
; Volumetric Effects
bUseHighQualityFog=True
bUseVolumetricFog=True
bEnableHighQualityParticles=True
bAllowQualityBloom=True
; Water Enhancements
bUseHighQualityWater=True
WaterDetailQuality=3
; Anti-Aliasing Enhancements
bUseTemporalAA=True
; Physics Enhancements
bUseHighQualityPhysics=True
bAllowPhysicsInteractions=True
bEnableRagdollPhysics=True
; Post-Processing for Colors
bEnableHDR=True
PP_HighlightsMultiplier=1.2
PP_ShadowsMultiplier=1.1
PP_MidTonesMultiplier=1.0
; Optional Water Refraction
bUseWaterRefraction=True
; =============================================================================
; SpeedTree Settings
; =============================================================================
[SpeedTree]
WindStrengthMultiplier=2.0 ; Increase wind strength (default is 1.0)
WindGustFrequency=3.0 ; Make wind gusts more frequent
; WindDirection=(X=0.5, Y=0.3, Z=0.0) ; Adjust wind direction for realistic movement
WindNoiseFrequency=1.5 ; Adds variation to wind strength
FoliageAnimationSpeed=2.5
; =============================================================================
; Physics Settings
; =============================================================================
[Engine.PhysicsSettings]
MaxPhysicsSubsteps=10 ; Higher physics update rate per frame
MaxSubstepDeltaTime=0.006944 ; Keep substeps small (for 60 FPS or higher)
; =============================================================================
; Terrain & Foliage Settings
; =============================================================================
[Terrain]
MaxComponentSize=2048
MaxDrawDistance=80000
; --- Foliage-specific settings ---
FoliageDrawRadiusMultiplier=50.0 ; Increases draw distance for foliage
FoliageDensityMultiplier=4.0 ; Ensures dense foliage is drawn further out
bAllowHighQualityFoliage=True
MinFoliageLOD=0 ; Forces high-detail LODs for foliage
MaxFoliageInstancesPerComponent=200000
FoliageAnimationFrequency=1.5 ; Higher frequency for quicker swaying grass
; --- Enhanced shadows and lighting for foliage ---
bEnableBranchingPCFShadows=True
DynamicShadowCastDistance_Far=120000 ; Increase shadow casting range for distant objects
DynamicShadowCastDistance_Near=30000 ; Ensures close shadows remain detailed
bAllowFoliageShadows=True
MaxShadowResolution=8192 ; Higher resolution shadows for distant rendering
ShadowTexelsPerPixel=4.000000
bUseHighQualityShadowFiltering=True ; Enables high-quality filtering to reduce artifacts
ShadowFilterRadius=5 ; Smoothens shadows for a more natural look
; --- Reflections ---
Reflections=True
MaxReflectionDistance=30000
ReflectionEnvironmentDetail=3
bUseImageBasedReflections=True
bAllowStaticLightingReflection=True
bUseWaterReflection=True
bUseScreenSpaceReflections=True
SSR.Quality=4
bUseWaterRefraction=True
; --- Optional Dynamic Decals ---
MaxDecals=1000