[/Script/EngineSettings.GeneralProjectSettings] ProjectID=7D1E5C0A4B3F4E2A9C6D8B1F0A2E3C4D ProjectName=The Descent [/Script/UnrealEd.ProjectPackagingSettings] ; Packaging: Tools\package.ps1, Package.bat and the editor's Platforms > Windows > Package Project all read this. ; (2026-10-14, first test package: it built, but held only the map, because the code loads its assets by name.) BuildConfiguration=PPBC_Shipping bUseIoStore=True bCompressed=True bShareMaterialShaderCode=True IncludePrerequisites=True ; Only the game's own map is cooked. Without this list Unreal cooks every map under Content, including the ; demo maps of the Fab packs. A new game map must be added here. +MapsToCook=(FilePath="/Game/Maps/Descent_Main") ; Assets the code loads by name at runtime (LoadObject on a path), which no map references, so the cooker would ; leave them out. The game's own folders, made by Tools\import_assets.ps1, are cooked whole. +DirectoriesToAlwaysCook=(Path="/Game/Materials") +DirectoriesToAlwaysCook=(Path="/Game/Player") +DirectoriesToAlwaysCook=(Path="/Game/Vehicles") +DirectoriesToAlwaysCook=(Path="/Game/Carrier") ; The player model's mesh: the "mesh" of the active profile in Config\DescentBody.json (its materials, textures and ; skeleton come along as dependencies). Changes with the model: see Docs\PLAYER_MODEL_SWAP.md. The pack clips named ; under "animations" in that file are only the import step's sources; the game plays the baked copies in /Game/Player. +DirectoriesToAlwaysCook=(Path="/Game/ParagonTwinblast/Characters/Heroes/TwinBlast/Meshes")