[/Script/EngineSettings.GameMapsSettings] ; Created by Tools\import_assets.ps1 (Tools/ue/assets_90_map.py). Pressing Play, PlayGame.bat and the scenario ; runner all start here, under ADescentGameMode. The map holds only a PlayerStart: everything else is spawned ; by code at StartPlay (Core/DescentBoot.h, DESIGN section 1.5). GameDefaultMap=/Game/Maps/Descent_Main EditorStartupMap=/Game/Maps/Descent_Main GlobalDefaultGameMode=/Script/TheDescent.DescentGameMode [/Script/Engine.RendererSettings] ; DESIGN_UE.md section 1.1, exactly. Why: ambient light is a material term (section 7.3), so no Lumen GI; the ; terrain and carrier are procedural meshes with no distance fields or Lumen cards; Lumen's temporal gather lags ; behind a moving headlamp; the luminance tests (section 7.10) need output that does not depend on warm-up history. ; (r.GenerateMeshDistanceFields was set for Lumen's software tracing in M0; nothing here uses it, so it is gone.) r.DynamicGlobalIlluminationMethod=0 r.ReflectionMethod=2 r.Shadow.Virtual.Enable=1 ; 3 = custom depth WITH stencil (the dry-interior mask, section 7.4) r.CustomDepth=3 r.DefaultFeature.AutoExposure=False r.DefaultFeature.MotionBlur=False r.DefaultFeature.LensFlare=False ; bloom values come from the post-process component (section 7.6) r.DefaultFeature.Bloom=True r.AllowStaticLighting=False [/Script/WindowsTargetPlatform.WindowsTargetSettings] DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 -D3D12TargetedShaderFormats=PCD3D_SM5 +D3D12TargetedShaderFormats=PCD3D_SM6 [/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] bEnablePlugin=True bAllowNetworkConnection=True SecurityToken=817155D14FD2F6059B7AA6A027122EF4 bIncludeInShipping=False bAllowExternalStartInShipping=False bCompileAFSProject=False bUseCompression=False bLogFiles=False bReportStats=False ConnectionType=USBOnly bUseManualIPAddress=False ManualIPAddress=