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+[/Script/EngineSettings.GameMapsSettings]
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+EditorStartupMap=/Game/AdvancedLocomotionV4/Levels/ALS_DemoLevel.ALS_DemoLevel
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+GameDefaultMap=/Game/AdvancedLocomotionV4/Levels/ALS_DemoLevel.ALS_DemoLevel
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+TwoPlayerSplitscreenLayout=Vertical
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+bOffsetPlayerGamepadIds=True
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+
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+[/Script/HardwareTargeting.HardwareTargetingSettings]
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+TargetedHardwareClass=Desktop
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+AppliedTargetedHardwareClass=Desktop
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+DefaultGraphicsPerformance=Maximum
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+AppliedDefaultGraphicsPerformance=Maximum
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+
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+[/Script/Engine.RendererSettings]
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+r.DefaultFeature.MotionBlur=False
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+r.DefaultFeature.AntiAliasing=1
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+r.DefaultFeature.AutoExposure=True
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+
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+[/Script/NavigationSystem.RecastNavMesh]
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+RuntimeGeneration=Static
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+
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+[URL]
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+GameName=ALSV4
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+
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+[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
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+bSupportsPortraitOrientation=False
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+bSupportsUpsideDownOrientation=False
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+bSupportsLandscapeLeftOrientation=True
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+PreferredLandscapeOrientation=LandscapeLeft
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+
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+[/Script/Engine.Engine]
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+NearClipPlane=1.000000
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+
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+[/Script/Engine.PhysicsSettings]
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+DefaultGravityZ=-980.000000
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+DefaultTerminalVelocity=4000.000000
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+DefaultFluidFriction=0.300000
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+SimulateScratchMemorySize=262144
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+RagdollAggregateThreshold=4
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+TriangleMeshTriangleMinAreaThreshold=5.000000
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+bEnableShapeSharing=False
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+bEnablePCM=True
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+bEnableStabilization=False
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+bWarnMissingLocks=True
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+bEnable2DPhysics=False
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+PhysicErrorCorrection=(PingExtrapolation=0.100000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000)
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+LockedAxis=Invalid
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+DefaultDegreesOfFreedom=Full3D
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+BounceThresholdVelocity=200.000000
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+FrictionCombineMode=Average
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+RestitutionCombineMode=Average
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+MaxAngularVelocity=3600.000000
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+MaxDepenetrationVelocity=0.000000
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+ContactOffsetMultiplier=0.020000
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+MinContactOffset=2.000000
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+MaxContactOffset=8.000000
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+bSimulateSkeletalMeshOnDedicatedServer=True
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+DefaultShapeComplexity=CTF_UseSimpleAndComplex
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+bDefaultHasComplexCollision=True
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+bSuppressFaceRemapTable=False
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+bSupportUVFromHitResults=False
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+bDisableActiveActors=False
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+bDisableKinematicStaticPairs=False
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+bDisableKinematicKinematicPairs=False
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+bDisableCCD=False
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+bEnableEnhancedDeterminism=False
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+AnimPhysicsMinDeltaTime=0.000000
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+bSimulateAnimPhysicsAfterReset=False
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+MaxPhysicsDeltaTime=0.033333
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+bSubstepping=False
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+bSubsteppingAsync=False
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+MaxSubstepDeltaTime=0.016667
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+MaxSubsteps=6
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+SyncSceneSmoothingFactor=0.000000
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+InitialAverageFrameRate=0.016667
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+PhysXTreeRebuildRate=10
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+DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,bUseMBPOuterBounds=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPOuterBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2)
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+ChaosSettings=(DefaultThreadingModel=DedicatedThread,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double)
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+
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+[/Script/Engine.CollisionProfile]
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+-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
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+-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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+-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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+-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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+-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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+-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
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+-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
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+-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
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+-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
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+-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
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+-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
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+-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
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+-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
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+-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
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+-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
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+-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
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+-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
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+-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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++Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
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++Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")
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++Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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++Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")
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++Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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++Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.")
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++Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
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++Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
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++Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
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++Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
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++Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
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++Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
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++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
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++Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
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++Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")
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++Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
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++Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
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++Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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++Profiles=(Name="ALS_Character",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="")
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++EditProfiles=(Name="Pawn",CustomResponses=((Channel="Grabbable",Response=ECR_Ignore)))
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++EditProfiles=(Name="Spectator",CustomResponses=((Channel="Grabbable",Response=ECR_Ignore)))
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++EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="Grabbable",Response=ECR_Ignore)))
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++EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="Grabbable",Response=ECR_Ignore)))
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++EditProfiles=(Name="Trigger",CustomResponses=((Channel="Grabbable",Response=ECR_Ignore)))
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++EditProfiles=(Name="Ragdoll",CustomResponses=((Channel="Grabbable",Response=ECR_Ignore)))
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++EditProfiles=(Name="UI",CustomResponses=((Channel="Grabbable",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Overlap)))
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++EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="Grabbable",Response=ECR_Ignore)))
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+-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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+-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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+-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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+-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
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+-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
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++ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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++ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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++ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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++ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
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++ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
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+-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
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+-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
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+-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
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+-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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++CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
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++CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
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++CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
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++CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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+
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+[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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+bEnablePlugin=True
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+bAllowNetworkConnection=True
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+SecurityToken=905E410547A1D80A755892AB1354D7FC
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+bIncludeInShipping=False
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+bAllowExternalStartInShipping=False
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+bCompileAFSProject=False
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+bUseCompression=False
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+bLogFiles=False
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+bReportStats=False
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+ConnectionType=USBOnly
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+bUseManualIPAddress=False
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+ManualIPAddress=
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+
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