Tooling
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@@ -7,6 +7,12 @@ CommonUI.CheckKeyboardFocusAndParentage=1
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CommonUI.DisallowUserFocusedWidgetForPendingFocusRecipient=1
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CommonUI.FallbackToDesiredOnAutoRestoreFailure=1
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[/Script/Engine.AssetManagerSettings]
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; Definition types the asset manager scans, one line per type as the step that defines it lands.
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; WorldMap: UWorldMapSubsystem asks for these by primary asset id to find the map of the level it is in.
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; Scoped to /Game/World/Maps rather than /Game so the scan does not walk the asset packs.
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+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))
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[/Script/GameplayAbilities.AbilitySystemGlobals]
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; Gameplay cue notifies live with the feature that owns them; scanning all of /Game would walk the asset packs.
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+GameplayCueNotifyPaths=/Game/Combat
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@@ -84,3 +84,11 @@ DefaultTouchInterface=None
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-ConsoleKeys=Tilde
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+ConsoleKeys=Tilde
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; Debug keys. The engine's own mechanism for binding a key straight to a console command, and it is the right
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; home for a bs.* command: it exists only in development builds, it needs no Input Action, no mapping context
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; and no asset, and it therefore does not pre-empt step 3, which is where the real input map is designed.
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; When the world map gets a HUD it gets a proper Input.* action and this line goes away (Docs/Spec/UI.md).
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[/Script/Engine.PlayerInput]
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+DebugExecBindings=(Key=M,Command="bs.WorldMap")
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+DebugExecBindings=(Key=N,Command="bs.WorldMapLayer")
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