This commit is contained in:
Rainer Leit
2026-09-25 17:02:24 +03:00
parent cc43ed8dc8
commit 9597629951
2149 changed files with 460234 additions and 1770 deletions
+6
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@@ -7,6 +7,12 @@ CommonUI.CheckKeyboardFocusAndParentage=1
CommonUI.DisallowUserFocusedWidgetForPendingFocusRecipient=1
CommonUI.FallbackToDesiredOnAutoRestoreFailure=1
[/Script/Engine.AssetManagerSettings]
; Definition types the asset manager scans, one line per type as the step that defines it lands.
; WorldMap: UWorldMapSubsystem asks for these by primary asset id to find the map of the level it is in.
; Scoped to /Game/World/Maps rather than /Game so the scan does not walk the asset packs.
+PrimaryAssetTypesToScan=(PrimaryAssetType="WorldMap",AssetBaseClass="/Script/Salty.WorldMapDefinition",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/World/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
[/Script/GameplayAbilities.AbilitySystemGlobals]
; Gameplay cue notifies live with the feature that owns them; scanning all of /Game would walk the asset packs.
+GameplayCueNotifyPaths=/Game/Combat
+8
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@@ -84,3 +84,11 @@ DefaultTouchInterface=None
-ConsoleKeys=Tilde
+ConsoleKeys=Tilde
; Debug keys. The engine's own mechanism for binding a key straight to a console command, and it is the right
; home for a bs.* command: it exists only in development builds, it needs no Input Action, no mapping context
; and no asset, and it therefore does not pre-empt step 3, which is where the real input map is designed.
; When the world map gets a HUD it gets a proper Input.* action and this line goes away (Docs/Spec/UI.md).
[/Script/Engine.PlayerInput]
+DebugExecBindings=(Key=M,Command="bs.WorldMap")
+DebugExecBindings=(Key=N,Command="bs.WorldMapLayer")