[/Script/EngineSettings.GeneralProjectSettings] ProjectID=68D4595C46A43E9D6CFD028658D9F9E9 ProjectName=Salty [ConsoleVariables] 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 +GameplayCueNotifyPaths=/Game/Stats