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EditorPerProjectUserSettings Guide

This document contains default settings for various editor preferences in Unreal Engine. It explains that changing defaults here will not propagate to existing user preference files, but adding new preferences will. It then lists the default values for many editor preferences related to things like the scene outliner, class viewer, skeletal mesh editor, loading/saving behavior, and PIE settings.

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Aamaz
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0% found this document useful (1 vote)
2K views21 pages

EditorPerProjectUserSettings Guide

This document contains default settings for various editor preferences in Unreal Engine. It explains that changing defaults here will not propagate to existing user preference files, but adding new preferences will. It then lists the default values for many editor preferences related to things like the scene outliner, class viewer, skeletal mesh editor, loading/saving behavior, and PIE settings.

Uploaded by

Aamaz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
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;

-----------------------------------------------------------------
--------------------------------
; IMPORTANT: EditorPerProjectUserSettings.ini has special
behavior!
;
; This .ini file contains the defaults for many editor and engine
"preferences". These preferences
; are saved to an EditorPerProjectUserSettings.ini file in the
user's /<Game>/Saved/Config/ directory.
;
; If you change the default for a preference in here, that change
will *NOT* automatically
; propagate to users who already have saved preferences. The
idea is that we must preserve
; their existing settings and never want to clobber entries in
that file.
;
; If you add a new preference, the new key and value *WILL* be
propagated to the user's
; EditorPerProjectUserSettings.ini file. After we load the
user's existing settings, we'll merge in
; any missing keys and values that are present in these defaults.
;
; One easy technique for forcing a "reset" of an already-existing
preference is to simply
; rename the variable for that preference. The config system
will treat it as a newly-added
; key and will propagate the change to existing users'
preferences.
;
-----------------------------------------------------------------
--------------------------------

[/Script/UnrealEd.EditorPerProjectUserSettings]
; True if WASD keys should be remapped to flight controls while
the right mouse button is held down
AllowFlightCameraToRemapKeys=True

; The Blutility shelf holds editor utility Blueprints. Summon


from the Workspace menu.
bEnableEditorUtilityBlueprints=false

;If this is true, the user will not be asked to fully load a
package before saving or before creating a new object
bSuppressFullyLoadPrompt=True

; True if user should be allowed to select translucent objects in


perspective viewports
; NOTE: The reason we default this to true, even though it can be
annoying, is that it can be a frustrating experience for new
users to not be able to select a translucent object of interest,
until they at least learn about this feature.
bAllowSelectTranslucent=True

; True if we should move actors to their appropriate grid volume


levels immediately after most operations
bUpdateActorsInGridLevelsImmediately=False

; True if the memory/size data is displayed in the slate level


browser
bDisplayMemorySizeDataInLevelBrowser=False

; True if we should automatically reimport animset assets when a


change to source content is detected
bAutoReimportAnimSets=False

; Property Matrix
PropertyMatrix_NumberOfPasteOperationsBeforeWarning=20

; Blueprint Editor SCS Editor settings


bSCSEditorShowGrid=true

; Import
bShowImportDialogAtReimport=False

; Export
bKeepAttachHierarchy=true
; Misc
HoverHighlightIntensity=0.000000
bDisplayUIExtensionPoints=False
bUseCurvesForDistributions=False
bAutoloadCheckedOutPackages=False
bAutomaticallyHotReloadNewClasses=True
bDisplayEngineVersionInBadge=False

[/Script/UnrealEd.FbxExportOption]
FbxExportCompatibility=FBX_2013
bASCII=false
bForceFrontXAxis=false
LevelOfDetail=True
Collision=True
VertexColor=true
MapSkeletalMotionToRoot=False

[/Script/EditorStyle.EditorStyleSettings]
; Applies a color vision deficiency filter to the entire editor
ColorVisionDeficiencyPreviewType=NormalVision
ColorVisionDeficiencySeverity=3

SelectionColor=(R=0.728f,G=0.364f,B=0.003f,A=1.000000)
PressedSelectionColor=(R=0.701f,G=0.225f,B=0.003f,A=1.000000)
InactiveSelectionColor=(R=0.25f,G=0.25f,B=0.25f,A=1.000000)
SelectorColor=(R=0.701f,G=0.225f,B=0.003f,A=1.000000)

LogBackgroundColor=(R=0.015996,G=0.015996,B=0.015996,A=1.000000)
LogSelectionBackgroundColor=(R=0.008023,G=0.008023,B=0.008023,A=1
.000000)
LogNormalColor=(R=0.72,G=0.72,B=0.72,A=1.000000)
LogCommandColor=(R=0.033105,G=0.723055,B=0.033105,A=1.000000)
LogWarningColor=(R=0.921875,G=0.691406,B=0.000000,A=1.000000)
LogErrorColor=(R=1.000000,G=0.052083,B=0.060957,A=1.000000)
LogFontSize=9

; If true, all toolbars will use small icons without labels


bUseSmallToolBarIcons=False
; Enables animated transitions for certain menus and pop-up
windows. Note that animations may be automatically disabled at
low frame rates in order to improve responsiveness.
bEnableWindowAnimations=False
;If true, Variables names in the script editor are displayed in a
sanitized format
bShowFriendlyNames=True
;If true, the Editor Preferences and Project Settings menu
entries in the main menu will be expanded with sub-menus for each
settings section
bExpandConfigurationMenus=False
bShowProjectMenus=True
bShowLaunchMenus=True
bShowAllAdvancedDetails=False
; When Playing or Simulating, shows all properties (even non-
visible and non-editable properties), if the object belongs to a
simulating world. This is useful for debugging.
bShowHiddenPropertiesWhilePlaying=False

[/Script/Levels.LevelBrowserSettings]
; True if the actor count is displayed in the slate level browser
bDisplayActorCount=True
bDisplayLightmassSize=False
bDisplayFileSize=False
; True if Level Paths are displayed in the slate level browser
bDisplayPaths=False
bDisplayEditorOffset=False

[/Script/SceneOutliner.SceneOutlinerSettings]
; True when the Scene Outliner is hiding temporary/run-time
Actors
bHideTemporaryActors=False
; True when the Scene Outliner is showing only Actors that exist
in the current level
bShowOnlyActorsInCurrentLevel=False
; Scene Outliner Settings
bShowOnlySelectedActors=False
[/Script/UnrealEd.ClassViewerSettings]
; Whether or not to display the hidden classes
DisplayInternalClasses=False
; How to filter the developer folder classes
DeveloperFolderType=CVDT_CurrentUser

[/Script/UnrealEd.SkeletalMeshEditorSettings]
; Persona viewport default settings
AnimPreviewFloorColor=(B=6,G=24,R=43,A=255)
AnimPreviewSkyColor=(B=250,G=196,R=178,A=255)
AnimPreviewSkyBrightness=0.250000
AnimPreviewLightBrightness=1.000000
AnimPreviewLightingDirection=(Pitch=320.000000,Yaw=290.000000,Rol
l=0.000000)
AnimPreviewDirectionalColor=(B=253,G=253,R=253,A=255)

[/Script/UnrealEd.EditorExperimentalSettings]
; Epic Labs
bWorldBrowser=False
bBreakOnExceptions=False
bToolbarCustomization=False
bBehaviorTreeEditor=False
bEnableFindAndReplaceReferences =False
bExampleLayersAndBlends = True

[/Script/UnrealEd.EditorLoadingSavingSettings]
; True if we should automatically load a default level at start
up
LoadLevelAtStartup=ProjectDefault
; True if we should automatically reimport textures when a change
to source content is detected
bAutoReimportTextures=False
bAutoReimportCSV=False
; Whether to mark blueprints dirty if they are automatically
migrated during loads
bDirtyMigratedBlueprints=False
; Whether to automatically save after a time interval
bAutoSaveEnable=True
; Whether to automatically save maps during an autosave
bAutoSaveMaps=True
; Whether to automatically save content packages during an
autosave
bAutoSaveContent=True
; The time interval after which to save
AutoSaveTimeMinutes=10
; The number of seconds warning before an autosave
AutoSaveWarningInSeconds=10
; Add the game directory by default
+AutoReimportDirectorySettings=(SourceDirectory="/Game/",MountPoi
nt=,Wildcards=((Wildcard="Localization/*")))
; Whether to automatically prompt for SCC checkout on asset
modification
bPromptForCheckoutOnAssetModification=True
; Source control
bSCCAutoAddNewFiles=True
; Tool to use for diffing text
TextDiffToolPath=(FilePath="p4merge.exe")

[/Script/UnrealEd.LevelEditorMiscSettings]
; Auto apply lighting after it has been built
bAutoApplyLightingEnable=true
; If true, BSP will auto-update
bBSPAutoUpdate=True
; If true, the Pivot Offset for BSP will automatically move to
stay centered on its vertices
bAutoMoveBSPPivotOffset=False
; If true, Navigation will auto-update
bNavigationAutoUpdate=True
; If true, Replaces respects the scale of the original actor. If
false, Replace sets the scale to 1.0
bReplaceRespectsScale=True

; If true audio will continue to play when the editor does not
have focus
bAllowBackgroundAudio=False
; If true audio will be enabled in the editor. Does not affect
PIE
bEnableRealTimeAudio=False
; Volume level for the editor
EditorVolumeLevel=1.0
; Enables audio feedback for certain operations in Unreal Editor,
such as entering and exiting Play mode
bEnableEditorSounds=True
; The default level streaming class to use when adding new
streaming levels
DefaultLevelStreamingClass=Class'/Script/Engine.LevelStreamingKis
met'

[/Script/UnrealEd.LevelEditorPlaySettings]
PlayFromHerePlayerStartClassName=/Script/Engine.PlayerStartPIE

EnableGameSound=true
NewWindowWidth=1280
NewWindowHeight=720
NewWindowPosition=(X=0,Y=0)
CenterNewWindow=True
StandaloneWindowWidth=1280
StandaloneWindowHeight=720
CenterStandaloneWindow=True
ShowMouseControlLabel=True
AutoRecompileBlueprints=True
ShouldMinimizeEditorOnVRPIE=True
; True if Play In Editor should only load currently-visible
levels in PIE
bOnlyLoadVisibleLevelsInPIE=False
LastExecutedPlayModeLocation=PlayLocation_DefaultPlayerStart
LastExecutedPlayModeType=PlayMode_InViewPort
LastExecutedLaunchModeType=LaunchMode_OnDevice
LastExecutedLaunchPlatform=

; common screen resolutions for laptops


+LaptopScreenResolutions=(Description="Apple MacBook Air
11",Width=1366,Height=768,AspectRatio="16:9",bCanSwapAspectRatio=
false)
+LaptopScreenResolutions=(Description="Apple MacBook Air
13\"",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRat
io=false)
+LaptopScreenResolutions=(Description="Apple MacBook Pro
13\"",Width=1280,Height=800,AspectRatio="16:10",bCanSwapAspectRat
io=false)
+LaptopScreenResolutions=(Description="Apple MacBook Pro 13\"
(Retina)",Width=2560,Height=1600,AspectRatio="16:10",bCanSwapAspe
ctRatio=false)
+LaptopScreenResolutions=(Description="Apple MacBook Pro
15\"",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRat
io=false)
+LaptopScreenResolutions=(Description="Apple MacBook Pro 15\"
(Retina)",Width=2880,Height=1800,AspectRatio="16:10",bCanSwapAspe
ctRatio=false)
+LaptopScreenResolutions=(Description="Generic 14-15.6\"
Notebook",Width=1366,Height=768,AspectRatio="16:9",bCanSwapAspect
Ratio=false)

; common screen resolutions for desktop monitors


+MonitorScreenResolutions=(Description="19\"
monitor",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspect
Ratio=false)
+MonitorScreenResolutions=(Description="20\"
monitor",Width=1600,Height=900,AspectRatio="16:9",bCanSwapAspectR
atio=false)
+MonitorScreenResolutions=(Description="22\"
monitor",Width=1680,Height=1050,AspectRatio="16:10",bCanSwapAspec
tRatio=false)
+MonitorScreenResolutions=(Description="21.5-24\"
monitor",Width=1920,Height=1080,AspectRatio="16:9",bCanSwapAspect
Ratio=false)
+MonitorScreenResolutions=(Description="27\"
monitor",Width=2560,Height=1440,AspectRatio="16:9",bCanSwapAspect
Ratio=false)

; common screen resolutions for mobile phones


+PhoneScreenResolutions=(Description="Apple iPhone
5S",Width=320,Height=568,AspectRatio="~16:9",bCanSwapAspectRatio=
true,ProfileName="iPhone5S")
+PhoneScreenResolutions=(Description="Apple iPhone
6",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=tr
ue,ProfileName="iPhone6")
+PhoneScreenResolutions=(Description="Apple iPhone
6+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=t
rue,ProfileName="iPhone6Plus")
+PhoneScreenResolutions=(Description="Apple iPhone
6S",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=t
rue,ProfileName="iPhone6S")
+PhoneScreenResolutions=(Description="Apple iPhone
6S+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=
true,ProfileName="iPhone6SPlus")
+PhoneScreenResolutions=(Description="Apple iPhone
7",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=tr
ue,ProfileName="iPhone7")
+PhoneScreenResolutions=(Description="Apple iPhone
7+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=t
rue,ProfileName="iPhone7Plus")
+PhoneScreenResolutions=(Description="Apple iPhone
8",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=tr
ue,ProfileName="iPhone8")
+PhoneScreenResolutions=(Description="Apple iPhone
8+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=t
rue,ProfileName="iPhone8Plus")
+PhoneScreenResolutions=(Description="Apple iPhone
X",Width=375,Height=812,AspectRatio="19.5:9",bCanSwapAspectRatio=
true,ProfileName="iPhoneX")
+PhoneScreenResolutions=(Description="HTC
One",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRati
o=true,ProfileName="Android_High")
+PhoneScreenResolutions=(Description="Samsung Galaxy
S4",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio
=true,ProfileName="Android_Low")
+PhoneScreenResolutions=(Description="Samsung Galaxy
S6",Width=1440,Height=2560,AspectRatio="16:9",bCanSwapAspectRatio
=true,ProfileName="Android_Mali_T7xx")
+PhoneScreenResolutions=(Description="Samsung Galaxy
S7",Width=1440,Height=2560,AspectRatio="16:9",bCanSwapAspectRatio
=true,ProfileName="Android_High")
+PhoneScreenResolutions=(Description="Samsung Galaxy S8
(Mali)",Width=1080,Height=2220,AspectRatio="18.5:9",bCanSwapAspec
tRatio=true,ProfileName="Android_Mali_G71")
+PhoneScreenResolutions=(Description="Samsung Galaxy S8
(Adreno)",Width=1080,Height=2220,AspectRatio="18.5:9",bCanSwapAsp
ectRatio=true,ProfileName="Android_Adreno5xx")
+PhoneScreenResolutions=(Description="Samsung Galaxy S9
(Mali)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspec
tRatio=true,ProfileName="Android_High")
+PhoneScreenResolutions=(Description="Samsung Galaxy S9
(Adreno)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAsp
ectRatio=true,ProfileName="Android_High")
+PhoneScreenResolutions=(Description="Google
Pixel",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRa
tio=true,ProfileName="Android_Mid")
+PhoneScreenResolutions=(Description="Google Pixel
XL",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio
=true,ProfileName="Android_Mid")
+PhoneScreenResolutions=(Description="Google Pixel
2",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=
true,ProfileName="Android_Mid")
+PhoneScreenResolutions=(Description="Google Pixel 2
XL",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio
=true,ProfileName="Android_Mid")
+PhoneScreenResolutions=(Description="Razer
Phone",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRa
tio=true,ProfileName="Android_Mid")

; common screen resolutions for tablet devices


+TabletScreenResolutions=(Description="iPad Pro 12.9-inch (2nd
gen.)",Width=1024,Height=1366,AspectRatio="~3:4",bCanSwapAspectRa
tio=true,ProfileName="iPadPro2_129")
+TabletScreenResolutions=(Description="iPad Pro 10.5-
inch",Width=834,Height=1112,AspectRatio="3:4",bCanSwapAspectRatio
=true,ProfileName="iPadPro105")
+TabletScreenResolutions=(Description="iPad Pro 12.9-
inch",Width=1024,Height=1366,AspectRatio="3:4",bCanSwapAspectRati
o=true,ProfileName="iPadPro129")
+TabletScreenResolutions=(Description="iPad Pro 9.7-
inch",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio
=true,ProfileName="iPadPro97")
+TabletScreenResolutions=(Description="iPad Air
2",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=tr
ue,ProfileName="iPadAir2")
+TabletScreenResolutions=(Description="iPad Mini
4",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=tr
ue,ProfileName="iPadMini4")
+TabletScreenResolutions=(Description="LG G Pad X
8.0",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio
=true)
+TabletScreenResolutions=(Description="Asus Zenpad 3s
10",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=
true)
+TabletScreenResolutions=(Description="Huawei MediaPad
M3",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=
true)
+TabletScreenResolutions=(Description="Microsoft Surface
RT",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=
true)
+TabletScreenResolutions=(Description="Microsoft Surface
Pro",Width=1080,Height=1920,AspectRatio="9:16",bCanSwapAspectRati
o=true)

; common screen resolutions for television sets


+TelevisionScreenResolutions=(Description="720p (HDTV, Blu-
ray)",Width=1280,Height=720,AspectRatio="16:9",bCanSwapAspectRati
o=false)
+TelevisionScreenResolutions=(Description="1080i, 1080p (HDTV,
Blu-
ray)",Width=1920,Height=1080,AspectRatio="16:9",bCanSwapAspectRat
io=false)
+TelevisionScreenResolutions=(Description="4K Ultra
HD",Width=3840,Height=2160,AspectRatio="16:9",bCanSwapAspectRatio
=false)
+TelevisionScreenResolutions=(Description="4K Digital
Cinema",Width=4096,Height=2160,AspectRatio="1.90:1",bCanSwapAspec
tRatio=false)

[/Script/UnrealEd.LevelEditorViewportSettings]
; Use WASD flight camera controls by default
FlightCameraControlType=WASD_RMBOnly
; Ignore Ctrl key by default in the landscape/foliage editors
LandscapeEditorControlType=IgnoreCtrl
FoliageEditorControlType=IgnoreCtrl
; If true, moves the canvas and shows the mouse. If false, uses
original camera movement
bPanMovesCanvas=True
; If true, zooms centering on the mouse position. If false, the
zoom is around the center of the viewport
bCenterZoomAroundCursor=True
bAllowTranslateRotateZWidget=False
; If true, Clicking a BSP selects the brush and ctrl+shift+click
selects the surface. If false, vice versa
bClickBSPSelectsBrush=True
;Mouse speed when dragging in viewport
CameraSpeed=4
;Scalar applied to perspective camera movement to increase
movement range
CameraSpeedScalar=1.0f
;Mouse speed when using middle mouse scroll in viewport
MouseScrollCameraSpeed=5
MouseSensitivty=.2f
; Whether to use mouse position as direct widget position
bUseAbsoluteTranslation=True
bLevelStreamingVolumePrevis=False
bUseUE3OrbitControls=False
;Scroll gesture direction
ScrollGestureDirectionFor3DViewports=Standard
ScrollGestureDirectionForOrthoViewports=Standard

bUsePowerOf2SnapSize=False

; Enables joystick-based camera movement in 3D level editing


viewports
bLevelEditorJoystickControls=True
.DecimalGridSizes=1
.DecimalGridSizes=5
.DecimalGridSizes=10
.DecimalGridSizes=50
.DecimalGridSizes=100
.DecimalGridSizes=500
.DecimalGridSizes=1000
.DecimalGridSizes=5000
.DecimalGridSizes=10000

.DecimalGridIntervals=10.000000
.DecimalGridIntervals=5.000000
.DecimalGridIntervals=10.000000
.DecimalGridIntervals=5.000000
.DecimalGridIntervals=10.000000
.DecimalGridIntervals=5.000000
.DecimalGridIntervals=10.000000
.DecimalGridIntervals=5.000000
.DecimalGridIntervals=10.000000

.Pow2GridSizes=1
.Pow2GridSizes=2
.Pow2GridSizes=4
.Pow2GridSizes=8
.Pow2GridSizes=16
.Pow2GridSizes=32
.Pow2GridSizes=64
.Pow2GridSizes=128
.Pow2GridSizes=256
.Pow2GridSizes=512
.Pow2GridSizes=1024
.Pow2GridSizes=2048
.Pow2GridSizes=4096
.Pow2GridSizes=8192
.Pow2GridIntervals=8

.CommonRotGridSizes=5
.CommonRotGridSizes=10
.CommonRotGridSizes=15
.CommonRotGridSizes=30
.CommonRotGridSizes=45
.CommonRotGridSizes=60
.CommonRotGridSizes=90
.CommonRotGridSizes=120
.DivisionsOf360RotGridSizes=2.8125
.DivisionsOf360RotGridSizes=5.625
.DivisionsOf360RotGridSizes=11.25
.DivisionsOf360RotGridSizes=22.5

.ScalingGridSizes=10
.ScalingGridSizes=1
.ScalingGridSizes=0.5
.ScalingGridSizes=0.25
.ScalingGridSizes=0.125
.ScalingGridSizes=0.0625
.ScalingGridSizes=0.03125

GridEnabled=True
RotGridEnabled=True
SnapScaleEnabled=True
bSnapNewObjectsToFloor=True
; If enabled, use the old-style multiplicative/percentage scaling
method instead of the new additive/fraction method
bUsePercentageBasedScaling=False
; If true actor snap will be enabled in the editor
bEnableActorSnap=False
; Actor snap scale for the editor
ActorSnapScale=1.0
; Actor snap distance setting for the editor
ActorSnapDistance=100.0
bSnapVertices=False
SnapDistance=10.000000
CurrentPosGridSize=2
CurrentRotGridSize=1
CurrentScalingGridSize=3
CurrentRotGridMode=GridMode_Common

;default to maintaining fov along y-axis


AspectRatioAxisConstraint=AspectRatio_MaintainXFOV
; Enables real-time hover feedback when mousing over objects in
editor viewports
bEnableViewportHoverFeedback=False
; If enabled, selected objects will be highlighted with brackets
in all modes rather than a special highlight color.
bHighlightWithBrackets=False
; If true all orthographic viewports are linked to the same
position and move together
bUseLinkedOrthographicViewports=True
; If true, objects must be entirely encompassed by the selection
box in ortho. viewports to be selected
bStrictBoxSelection=False
; True if viewport box selection also selects occluded objects,
false if only objects with visible pixels are selected
bTransparentBoxSelection=False
; If enabled, selected objects will have an outline around them
bUseSelectionOutline=True
; Sets the intensity of the overlay displayed when an object is
selected (defaults to be 0 so you can see the material of
selected objects)
SelectionHighlightIntensity=0.0
; Sets the intensity of the overlay displayed when a BSP surface
is selected (defaults to be 0 so you can see the material of
selected objects)
BSPSelectionHighlightIntensity=0.2
; Enables the editor perspective camera to be dropped at the last
PlayInViewport cam position
bEnableViewportCameraToUpdateFromPIV=True
; When enabled, selecting a camera actor will display a live
'picture in picture' preview from the camera's perspective within
the current editor viewport. This can be used to easily tweak
camera positioning, post-processing and other settings without
having to possess the camera itself. This feature may reduce
application performance when enabled. */
bPreviewSelectedCameras=True
; Affects the size of 'picture in picture' previews if they are
enabled
CameraPreviewSize=5.0
; This distance is used to place actors which are dropped on
nothing in the viewport
BackgroundDropDistance=768
; When enabled, simple stats that are enabled in level viewports
are preserved between editor sessions
bSaveSimpleStats=False

[ColorPickerUI]
bAdvancedSectionExpanded=False
bSRGBEnabled=True
bWheelMode=True

[Undo]
; Size of Undo buffer in MB. Bigger number allows more Undo
history especially when working with Landscape
UndoBufferSize=32

[PropertySettings]
ShowFriendlyPropertyNames=True
ExpandDistributions=false

[MRU]

[/Script/UnrealEd.MaterialEditorOptions]
bShowGrid=True
bShowBackground=False
bHideUnusedConnectors=False
bRealtimeMaterialViewport=True
bRealtimeExpressionViewport=False
bAlwaysRefreshAllPreviews=False
bLivePreviewUpdate=True

[UnEdViewport]
InterpEdPanInvert=False

[FEditorModeTools]
ShowWidget=True
CoordSystem=0
UseAbsoluteTranslation=True
AllowTranslateRotateZWidget=False

[LightingBuildOptions]
OnlyBuildSelectedActors=false
OnlyBuildCurrentLevel=false
OnlyBuildChanged=false
BuildBSP=true
BuildActors=true
QualityLevel=0
NumUnusedLocalCores=1
ShowLightingBuildInfo=false

[MatineeCreateMovieOptions]
CloseEditor=false
CaptureResolutionIndex = 0;
CaptureResolutionFPS = 30;
CaptureTypeIndex = 0;
Compress=false
CinematicMode=true
DisableMovement=true
DisableTurning=true
HidePlayer=true
DisableInput=true
HideHUD=true

[Matinee]
Hide3DTracks=false
ZoomToScrubPos=false
ShowCurveEd=false

[/Script/UnrealEd.PhysicsAssetEditorOptions]
AngularSnap=15.0
LinearSnap=2.0
bDrawContacts=false
FloorGap=25.0
GravScale=1.0
bPromptOnBoneDelete=true
PokeStrength=100.0
bShowNamesInHierarchy=true
PokePauseTime=0.5
PokeBlendTime=0.5
ConstraintDrawSize=1.0
bShowConstraintsAsPoints=false

[/Script/UnrealEd.CurveEdOptions]
MinViewRange=0.01
MaxViewRange=1000000.0
BackgroundColor=(R=0.23529412,G=0.23529412,B=0.23529412,A=1.0)
LabelColor=(R=0.4,G=0.4,B=0.4,A=1.0)
SelectedLabelColor=(R=0.6,G=0.4,B=0.1, A=1.0)
GridColor=(R=0.35,G=0.35,B=0.35,A=1.0)
GridTextColor=(R=0.78431373,G=0.78431373,B=0.78431373,A=1.0)
LabelBlockBkgColor=(R=0.25,G=0.25,B=0.25,A=1.0)
SelectedKeyColor=(R=1.0,G=1.0,B=0.0,A=1.0)

[/Script/UnrealEd.PersonaOptions]
bShowGrid=False
bHighlightOrigin=True
bShowSky=True
bShowFloor=True
GridSize=25
ViewModeType=2
ViewportBackgroundColor=(R=0.04,G=0.04,B=0.04)
ViewFOV=53.43
ShowMeshStats=1

[UnrealEd.UIEditorOptions]
WindowPosition=(X=256,Y=256,Width=1024,Height=768)
ViewportSashPosition=824
PropertyWindowSashPosition=568
ViewportGutterSize=0
VirtualSizeX=0
VirtualSizeY=0
bRenderViewportOutline=true
bRenderContainerOutline=true
bRenderSelectionOutline=true
bRenderSelectionHandles=true
bRenderPerWidgetSelectionOutline=true
GridSize=8
bSnapToGrid=true
mViewDrawGrid=true
bShowDockHandles=true

[/Script/UnrealEd.CascadeOptions]
bShowModuleDump=false
BackgroundColor=(B=25,G=20,R=20,A=0)
bUseSubMenus=true
bUseSpaceBarReset=false
bUseSpaceBarResetInLevel=true
Empty_Background=(B=25,G=20,R=20,A=0)
Emitter_Background=(B=25,G=20,R=20,A=0)
Emitter_Unselected=(B=0,G=100,R=255,A=0)
Emitter_Selected=(B=180,G=180,R=180,A=0)
ModuleColor_General_Unselected=(B=49,G=40,R=40,A=0)
ModuleColor_General_Selected=(B=0,G=100,R=255,A=0)
ModuleColor_TypeData_Unselected=(B=20,G=20,R=15,A=0)
ModuleColor_TypeData_Selected=(B=0,G=100,R=255,A=0)
ModuleColor_Beam_Unselected=(R=160,G=150,B=235)
ModuleColor_Beam_Selected=(R=255,G=100,B=0)
ModuleColor_Trail_Unselected=(R=130,G=235,B=170)
ModuleColor_Trail_Selected=(R=255,G=100,B=0)
ModuleColor_Spawn_Unselected=(R=200,G=100,B=100)
ModuleColor_Spawn_Selected=(R=255,G=50,B=50)
ModuleColor_Light_Unselected=(B=49,G=40,R=90)
ModuleColor_Light_Selected=(B=0,G=100,R=255)
ModuleColor_SubUV_Unselected=(B=49,G=90,R=40)
ModuleColor_SubUV_Selected=(B=100,G=200,R=50)
ModuleColor_Required_Unselected=(R=200,G=200,B=100)
ModuleColor_Required_Selected=(R=255,G=225,B=50)
ModuleColor_Event_Unselected=(R=64,G=64,B=255)
ModuleColor_Event_Selected=(R=0,G=0,B=255)
bShowGrid=false
GridColor_Hi=(R=0,G=100,B=255)
GridColor_Low=(R=0,G=100,B=255)
GridPerspectiveSize=1024
ShowPPFlags=0
bUseSlimCascadeDraw=true
SlimCascadeDrawHeight=24
bCenterCascadeModuleText=true
Cascade_MouseMoveThreshold=4
MotionModeRadius=150.0

[ContentBrowserFilter]
FavoriteTypes_1=Animation Sequence;Material Instances
(Constant);Materials;Particle Systems;Skeletal Meshes;Sound
Cues;Static Meshes;Textures;Blueprint

[FAutoPackageBackup]
Enabled=True
MaxAllowedSpaceInMB=250
BackupIntervalInMinutes=5

[/Script/UnrealEd.FbxImportUI]
bImportMaterials=True
bAutoCreateGroups=True
bInvertNormalMaps=False
bImportTextures=True
bOverrideFullName=True
bConvertScene=True
bForceFrontXAxis=False
bConvertSceneUnit=False
bRemoveNamespaces=True
bImportAnimations=False
bResampleAnimations=False
bImportRigidMesh=False
bCombineMeshes=True
bCreatePhysicsAsset=True
bImportMesh=True
MinimumLodNumber=0
LodNumber=0
bAutoComputeLodDistances=True

[/Script/UnrealEd.FbxStaticMeshImportData]
bOneConvexHullPerUCX=True
bImportMeshLODs=False
NormalImportMethod=FBXNIM_ImportNormals
VertexColorImportOption=EVertexColorImportOption::Ignore
VertexOverrideColor=(R=255,G=255,B=255,A=255)

[/Script/UnrealEd.FbxSkeletalMeshImportData]
bPreserveSmoothingGroups=True
bImportMeshLODs=False
bImportMorphTargets=False
ThresholdPosition=0.00002
ThresholdTangentNormal=0.00002
ThresholdUV=0.0009765625

[/Script/UnrealEd.FbxTextureImportData]

[SoundSettings]
ChirpSoundClasses=Dialog DialogMedium DialogLoud DialogDeafening
BatchProcessMatureNodeSoundClasses=Dialog Chatter

[EditorPreviewMesh]
; Preview static meshes used in the editor.
PreviewMeshNames="/Engine/EditorMeshes/ColorCalibrator/SM_ColorCa
librator.SM_ColorCalibrator"

[EditorLayout]
SlateMainFrameLayout=""

[LandscapeEdit]
ToolStrength=0.300000
WeightTargetValue=1.000000
bUseWeightTargetValue=False
BrushRadius=2048.000000
BrushComponentSize=1
BrushFalloff=0.500000
bUseClayBrush=False
AlphaBrushScale=0.500000
AlphaBrushRotation=0.000000
AlphaBrushPanU=0.500000
AlphaBrushPanV=0.500000
AlphaTextureName=/Engine/EditorLandscapeResources/DefaultAlphaTex
ture.DefaultAlphaTexture
AlphaTextureChannel=0
FlattenMode=0
bUseSlopeFlatten=False
bPickValuePerApply=False
ErodeThresh=64
ErodeIterationNum=28
ErodeSurfaceThickness=256
ErosionNoiseMode=2
ErosionNoiseScale=60.000000
RainAmount=128
SedimentCapacity=0.300000
HErodeIterationNum=28
RainDistMode=0
RainDistScale=60.000000
HErosionDetailScale=0.010000
bHErosionDetailSmooth=True
NoiseMode=0
NoiseScale=128.000000
SmoothFilterKernelScale=1.000000
DetailScale=0.300000
bDetailSmooth=False
MaximumValueRadius=10000.000000
bSmoothGizmoBrush=True
PasteMode=0
ConvertMode=0
bApplyToAllTargets=True

[FoliageEdit]
Radius=512.000000
PaintDensity=0.500000
UnpaintDensity=0.000000
bFilterLandscape=True
bFilterStaticMesh=True
bFilterBSP=True
bFilterTranslucent=False

[MeshPaintEdit]
DefaultBrushRadius=128
[BlueprintSpawnNodes]
; Comment box is bound to C, but that is handled differently due
to it needing to work without clicking
+Node=(Class=Actor:ReceiveBeginPlay Key=P Shift=false Ctrl=false
Alt=false)
+Node=(Class="Do N" Key=N Shift=false Ctrl=false Alt=false)
+Node=(Class=KismetSystemLibrary:Delay Key=D Shift=false
Ctrl=false Alt=false)
+Node=(Class=K2Node_IfThenElse Key=B Shift=false Ctrl=false
Alt=false)
+Node=(Class=K2Node_ExecutionSequence Key=S Shift=false
Ctrl=false Alt=false)
+Node=(Class=Gate Key=G Shift=false Ctrl=false Alt=false)
+Node=(Class=K2Node_MultiGate Key=M Shift=false Ctrl=false
Alt=false)
+Node=(Class=ForEachLoop Key=F Shift=false Ctrl=false Alt=false)
+Node=(Class=DoOnce Key=O Shift=false Ctrl=false Alt=false)
+Node=(Class=KismetArrayLibrary:Array_Get Key=A Shift=false
Ctrl=false Alt=false)

[DefaultEventNodes]
+Node=(TargetClass=Actor TargetEvent="ReceiveBeginPlay")
+Node=(TargetClass=Actor TargetEvent="ReceiveActorBeginOverlap")
+Node=(TargetClass=Actor TargetEvent="ReceiveTick")
+Node=(TargetClass=ActorComponent TargetEvent="ReceiveBeginPlay")
+Node=(TargetClass=ActorComponent TargetEvent="ReceiveTick")
+Node=(TargetClass=GameplayAbility
TargetEvent="K2_ActivateAbility")
+Node=(TargetClass=GameplayAbility TargetEvent="K2_OnEndAbility")
+Node=(TargetClass=UserWidget TargetEvent="PreConstruct")
+Node=(TargetClass=UserWidget TargetEvent="Construct")
+Node=(TargetClass=UserWidget TargetEvent="Tick")
+Node=(TargetClass=AnimInstance
TargetEvent="BlueprintUpdateAnimation")
+Node=(TargetClass=FunctionalTest
TargetEvent="ReceivePrepareTest")
+Node=(TargetClass=FunctionalTest TargetEvent="ReceiveStartTest")
+Node=(TargetClass=FunctionalTest TargetEvent="ReceiveTick")

[MaterialEditorSpawnNodes]
+Node=(Class=MaterialExpressionAdd Key=A Shift=false Ctrl=false
Alt=false)
+Node=(Class=MaterialExpressionBumpOffset Key=B Shift=false
Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionDivide Key=D Shift=false
Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionPower Key=E Shift=false Ctrl=false
Alt=false)
+Node=(Class=MaterialExpressionMaterialFunctionCall Key=F
Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionIf Key=I Shift=false Ctrl=false
Alt=false)
+Node=(Class=MaterialExpressionLinearInterpolate Key=L
Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionMultiply Key=M Shift=false
Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionNormalize Key=N Shift=false
Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionOneMinus Key=O Shift=false
Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionPanner Key=P Shift=false
Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionReflectionVectorWS Key=R
Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionScalarParameter Key=S Shift=false
Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionTextureSample Key=T Shift=false
Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionTextureCoordinate Key=U
Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionVectorParameter Key=V Shift=false
Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionConstant Key=One Shift=false
Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionConstant2Vector Key=Two
Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionConstant3Vector Key=Three
Shift=false Ctrl=false Alt=false)
+Node=(Class=MaterialExpressionConstant4Vector Key=Four
Shift=false Ctrl=false Alt=false)

[WidgetTemplatesExpanded]
Common=True

[DetailCustomWidgetExpansion]
LandscapeEditorObject=LandscapeEditorObject.Target
Layers.TargetLayers

[LevelSequenceEditor SequencerSettings]
bKeyInterpPropertiesOnly=true
bShowRangeSlider=true
bKeepPlayRangeInSectionBounds=false
ZeroPadFrames=4
bInfiniteKeyAreas=true
bAutoSetTrackDefaults=true
FrameNumberDisplayFormat=Frames

[EmbeddedActorSequenceEditor SequencerSettings]
bKeyInterpPropertiesOnly=true
bShowRangeSlider=true
bKeepPlayRangeInSectionBounds=false
ZeroPadFrames=4
bInfiniteKeyAreas=true
bAutoSetTrackDefaults=true
[NiagaraSequenceEditor SequencerSettings]
bAutoScrollEnabled=true
bKeepPlayRangeInSectionBounds=false
bKeepCursorInPlayRange=false
bShowRangeSlider=true
LoopMode=SLM_Loop

[/Script/LevelSequenceEditor.LevelSequenceEditorSettings]
+TrackSettings=(MatchingActorClass=/Script/Engine.StaticMeshActor
,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTra
ck))
+TrackSettings=(MatchingActorClass=/Script/Engine.SkeletalMeshAct
or,DefaultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformT
rack,/Script/MovieSceneTracks.MovieSceneSkeletalAnimationTrack))
+TrackSettings=(MatchingActorClass=/Script/Engine.CameraActor,Def
aultTracks=(/Script/MovieSceneTracks.MovieScene3DTransformTrack),
DefaultPropertyTracks=((ComponentPath="CameraComponent",PropertyP
ath="FieldOfView")))
+TrackSettings=(MatchingActorClass=/Script/CinematicCamera.CineCa
meraActor,DefaultPropertyTracks=((ComponentPath="CameraComponent"
,PropertyPath="CurrentFocalLength"),
(ComponentPath="CameraComponent",PropertyPath="FocusSettings.Manu
alFocusDistance"),
(ComponentPath="CameraComponent",PropertyPath="CurrentAperture"))
,ExcludeDefaultPropertyTracks=((ComponentPath="CameraComponent",P
ropertyPath="FieldOfView")))
+TrackSettings=(MatchingActorClass=/Script/Engine.Light,DefaultTr
acks=(None),DefaultPropertyTracks=((ComponentPath="LightComponent
0",PropertyPath="Intensity"),
(ComponentPath="LightComponent0",PropertyPath="LightColor")))

[/Script/MovieSceneTools.MovieSceneToolsProjectSettings]
+FbxSettings=(FbxPropertyName="FocalLength",
PropertyPath=(ComponentName="CameraComponent",PropertyName="Curre
ntFocalLength"))
+FbxSettings=(FbxPropertyName="FocusDistance",
PropertyPath=(ComponentName="CameraComponent",PropertyName="Focus
Settings.ManualFocusDistance"))

[/Script/SpeedTreeImporter.SpeedTreeImportData]
TreeScale=30.48
ImportGeometryType=IGT_3D
LODType=ILT_PaintedFoliage
IncludeCollision=false
MakeMaterialsCheck=false
IncludeNormalMapCheck=false
IncludeDetailMapCheck=false
IncludeSpecularMapCheck=false
IncludeBranchSeamSmoothing=false
IncludeSpeedTreeAO=false
IncludeColorAdjustment=false
IncludeVertexProcessingCheck=false
IncludeWindCheck=false
IncludeSmoothLODCheck=false

[/Script/MeshPaint.MeshPaintSettings]
VertexPreviewSize=6

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