Files
UnrealPrototyping/Config/DefaultGame.ini
T
2026-09-25 17:02:24 +03:00

20 lines
1.1 KiB
INI

[/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