wartheking 7 månader sedan
förälder
incheckning
7bf380709b

+ 57 - 0
Config/DefaultEngine.ini

@@ -72,3 +72,60 @@ ConnectionType=USBOnly
 bUseManualIPAddress=False
 ManualIPAddress=
 
+[/Script/Engine.CollisionProfile]
+-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
+-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)
+-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)
+-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)
+-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)
+-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)
+-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)
+-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)
+-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)
+-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)
+-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
+-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
+-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
+-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
+-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)
+-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)
+-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)
+-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)
++Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
++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. ")
++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. ")
++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. ")
++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. ")
++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.")
++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. ")
++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. ")
++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.")
++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.")
++Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
++Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
++Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
++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.")
++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.")
++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.")
++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. ")
++Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)")
+-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
+-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
+-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
+-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
+-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
++ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
++ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
++ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
++ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
++ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
+-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
+-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
++CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
++CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
++CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
++CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+

BIN
Content/Art/Scene/NewMap.umap


BIN
Content/Main.umap


BIN
Content/MainUI.uasset


BIN
Intermediate/CachedAssetRegistry.bin


+ 122 - 22
Intermediate/Config/CoalescedSourceConfigs/Engine.ini

@@ -1,10 +1,11 @@
 [/Script/EngineSettings.GameMapsSettings]
 GameInstanceClass=/Script/Engine.GameInstance
-EditorStartupMap=/Engine/Maps/Templates/OpenWorld
-GameDefaultMap=/Engine/Maps/Templates/OpenWorld
-ServerDefaultMap=/Engine/Maps/Entry
+EditorStartupMap=/Game/Main.Main
+GameDefaultMap=/Game/Main.Main
+ServerDefaultMap=/Game/Main.Main
 GlobalDefaultGameMode=/Script/Engine.GameModeBase
 LocalMapOptions=
+TransitionMap=/Game/Main.Main
 
 [InstallBundleManager]
 ModuleName=NullInstallBundleManager
@@ -29,9 +30,11 @@ FlushSoftTimeLimitShutdown=2.0
 FlushHardTimeLimitShutdown=4.0
 FlushSoftTimeLimitFullFlush=-1.0
 FlushHardTimeLimitFullFlush=-1.0
+HttpThreadActiveFrameTimeInSeconds=0.001
+HttpMaxConnectionsPerServer=40
 
 [HTTP.HttpThread]
-RunningThreadedRequestLimit=11
+RunningThreadedRequestLimit=100
 
 [HTTP.Curl]
 bAllowSeekFunction=false
@@ -859,6 +862,102 @@ FunctionRedirects=(OldName="LegacyCameraShakeFunctionLibrary.Conv_MatineeCameraS
 PropertyRedirects=(OldName="AnimationSettings.BoneTimecodeCustomAttributeNameSettings",NewName="BoneTimecodeAnimationAttributeNameSettings")
 PropertyRedirects=(OldName="AnimationSettings.BoneCustomAttributesNames",NewName="BoneAnimationAttributesNames")
 PropertyRedirects=(OldName="AnimationSettings.BoneNamesWithCustomAttributes",NewName="BoneNamesWithAnimationAttributes")
+FunctionRedirects=(OldName="CesiumMetadataFeatureTableBlueprintLibrary.GetPropertiesForFeatureID",NewName="GetMetadataValuesForFeatureID")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformLongitudeLatitudeHeightToUe",NewName="InaccurateTransformLongitudeLatitudeHeightToUnreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformUeToLongitudeLatitudeHeight",NewName="InaccurateTransformUnrealToLongitudeLatitudeHeight")
+PropertyRedirects=(OldName="CesiumGeoreference.InaccurateTransformUnrealToLongitudeLatitudeHeight.Ue", NewName="Unreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformEcefToUe",NewName="InaccurateTransformEcefToUnreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformUeToEcef",NewName="InaccurateTransformUnrealToEcef")
+PropertyRedirects=(OldName="CesiumGeoreference.InaccurateTransformUnrealToEcef.Ue", NewName="Unreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformRotatorUeToEnu",NewName="InaccurateTransformRotatorUnrealToEastNorthUp")
+PropertyRedirects=(OldName="CesiumGeoreference.InaccurateTransformRotatorUnrealToEastNorthUp.UeRotator", NewName="UnrealRotator")
+PropertyRedirects=(OldName="CesiumGeoreference.InaccurateTransformRotatorUnrealToEastNorthUp.UeLocation", NewName="UnrealLocation")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformRotatorEnuToUe",NewName="InaccurateTransformRotatorEastNorthUpToUnreal")
+PropertyRedirects=(OldName="CesiumGeoreference.InaccurateTransformRotatorEastNorthUpToUnreal.UeLocation", NewName="UnrealLocation")
+PropertyRedirects=(OldName="CesiumGeoreference.InaccurateComputeEastNorthUpToUnreal.Ue", NewName="Unreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateSetGeoreferenceOrigin",NewName="SetOriginLongitudeLatitudeHeight")
+ClassRedirects=(OldName="CesiumGeoreferenceComponent", NewName="CesiumGlobeAnchorComponent")
+ClassRedirects=(OldName="CesiumSunSky_C",NewName="/Script/CesiumRuntime.CesiumSunSky",OverrideClassName="/Script/CoreUObject.Class")
+PropertyRedirects=(OldName="CesiumSunSky.EnableMobileRendering",NewName="UseMobileRendering")
+FunctionRedirects=(OldName="CesiumSunSky.AdjustAtmosphereRadius",NewName="UpdateAtmosphereRadius")
+PropertyRedirects=(OldName="CesiumGeoreference.WorldOriginCamera",NewName="SubLevelCamera")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateGetGeoreferenceOriginLongitudeLatitudeHeight",NewName="GetOriginLongitudeLatitudeHeight")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateSetGeoreferenceOriginLongitudeLatitudeHeight",NewName="SetOriginLongitudeLatitudeHeight")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateSetGeoreferenceOriginEcef",NewName="SetOriginEarthCenteredEarthFixed")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformLongitudeLatitudeHeightToEcef",NewName="TransformLongitudeLatitudeHeightToEcef")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformEcefToLongitudeLatitudeHeight",NewName="TransformEcefToLongitudeLatitudeHeight")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformLongitudeLatitudeHeightToUnreal",NewName="TransformLongitudeLatitudeHeightPositionToUnreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformUnrealToLongitudeLatitudeHeight",NewName="TransformUnrealPositionToLongitudeLatitudeHeight")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformEcefToUnreal",NewName="TransformEarthCenteredEarthFixedPositionToUnreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformUnrealToEcef",NewName="TransformUnrealPositionToEarthCenteredEarthFixed")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformRotatorUnrealToEastNorthUp",NewName="TransformRotatorUnrealToEastNorthUp")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformRotatorEastNorthUpToUnreal",NewName="TransformRotatorEastNorthUpToUnreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateComputeEastNorthUpToUnreal",NewName="ComputeEastNorthUpToUnreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateComputeEastNorthUpToEcef",NewName="ComputeEastNorthUpToEcef")
+FunctionRedirects=(OldName="CesiumGlobeAnchorComponent.InaccurateGetECEF",NewName="GetEarthCenteredEarthFixedPosition")
+FunctionRedirects=(OldName="CesiumGlobeAnchorComponent.InaccurateMoveToECEF",NewName="MoveToEarthCenteredEarthFixedPosition")
+FunctionRedirects=(OldName="CesiumGlobeAnchorComponent.InaccurateGetLongitudeLatitudeHeight",NewName="GetLongitudeLatitudeHeight")
+FunctionRedirects=(OldName="CesiumGlobeAnchorComponent.InaccurateMoveToLongitudeLatitudeHeight",NewName="MoveToLongitudeLatitudeHeight")
+FunctionRedirects=(OldName="GlobeAwareDefaultPawn.InaccurateFlyToLocationECEF",NewName="FlyToLocationECEF")
+FunctionRedirects=(OldName="GlobeAwareDefaultPawn.InaccurateFlyToLocationLongitudeLatitudeHeight",NewName="FlyToLocationLongitudeLatitudeHeight")
+PropertyRedirects=(OldName="CesiumPolygonRasterOverlay.ExcludeTilesInside",NewName="ExcludeSelectedTiles")
+FunctionRedirects=(OldName="CesiumGeoreference.TransformUnrealToLongitudeLatitudeHeight",NewName="TransformUnrealPositionToLongitudeLatitudeHeight")
+PropertyRedirects=(OldName="CesiumGeoreference.TransformUnrealPositionToLongitudeLatitudeHeight.Unreal", NewName="UnrealPosition")
+FunctionRedirects=(OldName="CesiumGeoreference.TransformEcefToUnreal",NewName="TransformEarthCenteredEarthFixedPositionToUnreal")
+PropertyRedirects=(OldName="CesiumGeoreference.TransformEarthCenteredEarthFixedPositionToUnreal.Ecef", NewName="EarthCenteredEarthFixedPosition")
+FunctionRedirects=(OldName="CesiumGeoreference.TransformUnrealToEcef",NewName="TransformUnrealPositionToEarthCenteredEarthFixed")
+PropertyRedirects=(OldName="CesiumGeoreference.TransformUnrealPositionToEarthCenteredEarthFixed.Unreal", NewName="UnrealPosition")
+FunctionRedirects=(OldName="CesiumGeoreference.TransformLongitudeLatitudeHeightToUnreal",NewName="TransformLongitudeLatitudeHeightPositionToUnreal")
+FunctionRedirects=(OldName="CesiumGeoreference.TransformRotatorUnrealToEastSouthUp",NewName="TransformUnrealRotatorToEastSouthUp")
+FunctionRedirects=(OldName="CesiumGeoreference.TransformRotatorEastSouthUpToUnreal",NewName="TransformEastSouthUpRotatorToUnreal")
+PropertyRedirects=(OldName="CesiumGeoreference.TransformEastSouthUpRotatorToUnreal.EsuRotator", NewName="EastSouthUpRotator")
+FunctionRedirects=(OldName="CesiumGeoreference.ComputeEastSouthUpToUnreal",NewName="ComputeEastSouthUpToUnrealTransformation")
+PropertyRedirects=(OldName="CesiumGeoreference.ComputeEastSouthUpToUnrealTransformation.Unreal", NewName="UnrealLocation")
+FunctionRedirects=(OldName="CesiumGeoreference.SetGeoreferenceOriginLongitudeLatitudeHeight",NewName="SetOriginLongitudeLatitudeHeight")
+FunctionRedirects=(OldName="CesiumGeoreference.GetGeoreferenceOriginLongitudeLatitudeHeight",NewName="GetOriginLongitudeLatitudeHeight")
+FunctionRedirects=(OldName="CesiumGeoreference.SetGeoreferenceOriginEcef",NewName="SetOriginEarthCenteredEarthFixed")
+PropertyRedirects=(OldName="CesiumGeoreference.SetOriginEarthCenteredEarthFixed.TargetEcef", NewName="TargetEarthCenteredEarthFixed")
+FunctionRedirects=(OldName="CesiumGlobeAnchorComponent.GetECEF",NewName="GetEarthCenteredEarthFixedPosition")
+FunctionRedirects=(OldName="CesiumGlobeAnchorComponent.MoveToECEF",NewName="MoveToEarthCenteredEarthFixedPosition")
+PropertyRedirects=(OldName="CesiumGlobeAnchorComponent.GetEarthCenteredEarthFixedPosition.TargetEcef", NewName="EarthCenteredEarthFixedPosition")
+PropertyRedirects=(OldName="CesiumGlobeAnchorComponent.MoveToLongitudeLatitudeHeight.TargetLongitudeLatitudeHeight", NewName="LongitudeLatitudeHeight")
+EnumRedirects=(OldName="ECesiumMetadataTrueType", NewName="ECesiumMetadataTrueType_DEPRECATED", ValueChanges=(("None","None_DEPRECATED"),("Int8","Int8_DEPRECATED"),("Uint8","Uint8_DEPRECATED"),("Int16","Int16_DEPRECATED"),("Uint16","Uint16_DEPRECATED"),("Int32","Int32_DEPRECATED"),("Uint32","Uint32_DEPRECATED"),("Int64","Int64_DEPRECATED"),("Uint64","Uint64_DEPRECATED"),("Float32","Float32_DEPRECATED"),("Float64","Float64_DEPRECATED"),("Boolean","Boolean_DEPRECATED"),("Enum","Enum_DEPRECATED"),("String","String_DEPRECATED"),("Array","Array_DEPRECATED")))
+StructRedirects=(OldName="CesiumMetadataGenericValue", NewName="CesiumMetadataValue")
+ClassRedirects=(OldName="CesiumMetadataGenericValueBlueprintLibrary", NewName="CesiumMetadataValueBlueprintLibrary")
+FunctionRedirects=(OldName="CesiumMetadataValueBlueprintLibrary.GetBlueprintComponentType",NewName="CesiumMetadataValueBlueprintLibrary.GetArrayElementBlueprintType")
+StructRedirects=(OldName="CesiumMetadataArray", NewName="CesiumPropertyArray")
+ClassRedirects=(OldName="CesiumMetadataArrayBlueprintLibrary", NewName="CesiumPropertyArrayBlueprintLibrary")
+FunctionRedirects=(OldName="CesiumPropertyArrayBlueprintLibrary.GetBlueprintComponentType",NewName="CesiumPropertyArrayBlueprintLibrary.GetElementBlueprintType")
+FunctionRedirects=(OldName="CesiumPropertyArrayBlueprintLibrary.GetSize", NewName="CesiumPropertyArrayBlueprintLibrary.GetArraySize")
+StructRedirects=(OldName="CesiumFeatureTable", NewName="CesiumPropertyTable")
+ClassRedirects=(OldName="CesiumFeatureTableBlueprintLibrary", NewName="CesiumPropertyTableBlueprintLibrary")
+FunctionRedirects=(OldName="CesiumPropertyTableBlueprintLibrary.GetNumberOfFeatures", NewName="GetPropertyTableCount")
+PropertyRedirects=(OldName="CesiumPropertyTableBlueprintLibrary.GetPropertyTableCount.FeatureTable", NewName="PropertyTable")
+FunctionRedirects=(OldName="CesiumPropertyTableBlueprintLibrary.GetMetadataValuesForFeatureID", NewName="GetMetadataValuesForFeature")
+PropertyRedirects=(OldName="CesiumPropertyTableBlueprintLibrary.GetMetadataValuesForFeature.FeatureTable", NewName="PropertyTable")
+FunctionRedirects=(OldName="CesiumPropertyTableBlueprintLibrary.GetMetadataValuesAsStringForFeatureID", NewName="GetMetadataValuesForFeatureAsStrings")
+PropertyRedirects=(OldName="CesiumPropertyTableBlueprintLibrary.GetMetadataValuesForFeatureAsStrings.FeatureTable", NewName="PropertyTable")
+PropertyRedirects=(OldName="CesiumPropertyTableBlueprintLibrary.GetProperties.FeatureTable", NewName="PropertyTable")
+StructRedirects=(OldName="CesiumMetadataProperty", NewName="CesiumPropertyTableProperty")
+ClassRedirects=(OldName="CesiumMetadataPropertyBlueprintLibrary", NewName="CesiumPropertyTablePropertyBlueprintLibrary")
+FunctionRedirects=(OldName="CesiumPropertyTablePropertyBlueprintLibrary.GetBlueprintComponentType", NewName="CesiumPropertyTablePropertyBlueprintLibrary.GetArrayElementBlueprintType")
+FunctionRedirects=(OldName="CesiumPropertyTablePropertyBlueprintLibrary.GetGenericValue", NewName="CesiumPropertyTablePropertyBlueprintLibrary.GetValue")
+FunctionRedirects=(OldName="CesiumPropertyTablePropertyBlueprintLibrary.GetNumberOfFeatures", NewName="CesiumPropertyTablePropertyBlueprintLibrary.GetPropertySize")
+FunctionRedirects=(OldName="CesiumPropertyTablePropertyBlueprintLibrary.GetComponentCount", NewName="CesiumPropertyTablePropertyBlueprintLibrary.GetArraySize")
+StructRedirects=(OldName="CesiumFeatureTexture", NewName="CesiumPropertyTexture")
+StructRedirects=(OldName="CesiumFeatureTextureProperty", NewName="CesiumPropertyTextureProperty")
+FunctionRedirects=(OldName="CesiumPropertyTexturePropertyBlueprintLibrary.GetPropertyKeys", NewName="CesiumPropertyTexturePropertyBlueprintLibrary.GetPropertyNames")
+FunctionRedirects=(OldName="CesiumPropertyTexturePropertyBlueprintLibrary.GetTextureCoordinateIndex", NewName="CesiumPropertyTexturePropertyBlueprintLibrary.GetUnrealUVChannel")
+StructRedirects=(OldName="CesiumMetadataModel", NewName="CesiumModelMetadata")
+ClassRedirects=(OldName="CesiumMetadataModelBlueprintLibrary", NewName="CesiumModelMetadataBlueprintLibrary")
+PropertyRedirects=(OldName="CesiumModelMetadataBlueprintLibrary.GetFeatureTables.MetadataModel", NewName="ModelMetadata")
+PropertyRedirects=(OldName="CesiumModelMetadataBlueprintLibrary.GetFeatureTextures.MetadataModel", NewName="ModelMetadata")
+FunctionRedirects=(OldName="CesiumMetadataUtilityBlueprintLibrary.GetMetadataModel", NewName="CesiumModelMetadataBlueprintLibrary.GetModelMetadata")
+EnumRedirects=(OldName="ECesiumPropertyComponentType", NewName="ECesiumPropertyComponentType_DEPRECATED", ValueChanges=(("Uint8","Uint8_DEPRECATED"),("Float","Float_DEPRECATED")))
+EnumRedirects=(OldName="ECesiumPropertyType", NewName="ECesiumPropertyType_DEPRECATED", ValueChanges=(("Scalar","Scalar_DEPRECATED"),("Vec2","Vec2_DEPRECATED"),("Vec3","Vec3_DEPRECATED"),("Vec4","Vec4_DEPRECATED")))
+EnumRedirects=(OldName="ECesiumFeatureTableAccessType", NewName="ECesiumFeatureTableAccessType_DEPRECATED", ValueChanges=(("Unknown","Unknown_DEPRECATED"),("Texture","Texture_DEPRECATED"),("Attribute","Attribute_DEPRECATED"),("Mixed","Mixed_DEPRECATED")))
+EnumRedirects=(OldName="ECesiumMetadataPackedGpuType", NewName="ECesiumMetadataPackedGpuType_DEPRECATED", ValueChanges=(("None","Unknown_DEPRECATED"),("Uint8","Uint8_DEPRECATED"),("Float","Float_DEPRECATED")))
+FunctionRedirects=(OldName="CesiumFeatureIdTextureBlueprintLibrary.GetTextureCoordinateIndex", NewName="CesiumFeatureIdTextureBlueprintLibrary.GetUnrealUVChannel")
 
 [CoreUObject.Metadata]
 MetadataRedirects=(OldKey="K2Protected", NewKey="BlueprintProtected")
@@ -2111,29 +2210,30 @@ DefaultUpdateOverlapsMethodDuringLevelStreaming=OnlyUpdateMovable
 DefaultUpdateOverlapsMethodDuringLevelStreaming=AlwaysUpdate
 
 [/Script/Engine.CollisionProfile]
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
-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)
-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)
-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)
-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)
-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)
-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)
-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)
-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)
-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)
-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
-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)
-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)
-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)
-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)
 OldProfiles=(Name="BlockingVolume",CollisionEnabled=QueryAndPhysics,ObjectTypeName=WorldStatic,CustomResponses=((Channel=Visibility, Response=ECR_Ignore)))
 OldProfiles=(Name="InterpActor",CollisionEnabled=QueryOnly,ObjectTypeName=WorldStatic,CustomResponses=((Channel=Pawn, Response=ECR_Ignore)))
 OldProfiles=(Name="StaticMeshComponent",CollisionEnabled=QueryAndPhysics,ObjectTypeName=WorldStatic)
 OldProfiles=(Name="SkeletalMeshActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName=PhysicsBody,CustomResponses=((Channel=Visibility, Response=ECR_Block)))
 OldProfiles=(Name="InvisibleActor", CollisionEnabled=QueryAndPhysics, ObjectTypeName=WorldDynamic, CustomResponses=((Channel=Visibility, Response=ECR_Ignore)))
+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
+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. ")
+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. ")
+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. ")
+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. ")
+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.")
+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. ")
+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. ")
+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.")
+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.")
+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
+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.")
+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.")
+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.")
+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. ")
+Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)")
 ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
 ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
 ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")

BIN
Saved/AutoScreenshot.png


+ 117 - 32
Saved/Config/WindowsEditor/EditorPerProjectUserSettings.ini

@@ -17,7 +17,7 @@ bSCSEditorShowFloor=False
 bAlwaysBuildUAT=True
 SCSViewportCameraSpeed=4
 AssetViewerProfileName=
-PreviewFeatureLevel=3
+PreviewFeatureLevel=4
 PreviewPlatformName=None
 PreviewShaderFormatName=None
 PreviewShaderPlatformName=None
@@ -154,7 +154,7 @@ CameraSpeed=7
 CameraSpeedScalar=2.000000
 
 [EditorStartup]
-LastLevel=/Game/Art/Scene/NewMap
+LastLevel=/Game/Main
 
 [AssetEditorSubsystem]
 CleanShutdown=True
@@ -190,7 +190,7 @@ ContentBrowserTab1.VerticalSplitter.SlotSize1=0.75
 ContentBrowserTab1.FavoriteSplitter.SlotSize0=0.200000003
 ContentBrowserTab1.FavoriteSplitter.SlotSize1=0.800000012
 ContentBrowserTab1.FavoriteSplitter.SlotSize2=0.400000006
-ContentBrowserTab1.SelectedPaths=/Game/Art/Texture
+ContentBrowserTab1.SelectedPaths=/Game
 ContentBrowserTab1.PluginFilters=
 ContentBrowserTab1.Favorites.SelectedPaths=
 FavoritePaths=
@@ -1267,14 +1267,15 @@ RecentsFiles=e:/Epic Games/UE_5.1/Engine/Plugins/Animation/ControlRig/Content/Py
 
 [PluginBrowser]
 InstalledPlugins=CesiumForUnreal
+InstalledPlugins=WebView
 
 [MRU]
-MRUItem0=/Game/Art/Scene/NewMap
-MRUItem1=/Engine/Maps/Templates/TimeOfDay_Default
-MRUItem2=/Engine/Maps/Templates/VR-Basic
-MRUItem3=/Engine/Maps/Templates/Template_Default
-MRUItem4=/Engine/Maps/Templates/OpenWorld
-MRUItem5=/Game/Main
+MRUItem0=/Game/Main
+MRUItem1=/Game/Art/Scene/NewMap
+MRUItem2=/Engine/Maps/Templates/TimeOfDay_Default
+MRUItem3=/Engine/Maps/Templates/VR-Basic
+MRUItem4=/Engine/Maps/Templates/Template_Default
+MRUItem5=/Engine/Maps/Templates/OpenWorld
 
 [DetailCustomWidgetExpansion]
 WorldSettings=WorldSettings.WorldPartitionSetup.RuntimeHash,
@@ -1385,13 +1386,13 @@ WaterRuntimeSettings=EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInput
 WaterEditorSettings=EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInputPlatformSettings_Android,EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInputPlatformSettings_HoloLens,EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInputPlatformSettings_IOS,EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInputPlatformSettings_Linux,EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInputPlatformSettings_LinuxArm64,EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInputPlatformSettings_Mac,EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInputPlatformSettings_TVOS,EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInputPlatformSettings_Windows,EnhancedInputDeveloperSettings.Trigger Default Values.InputTriggerHold,EnhancedInputDeveloperSettings.Trigger Default Values.InputTriggerHoldAndRelease,EnhancedInputDeveloperSettings.Trigger Default Values.InputTriggerTap,EnhancedInputDeveloperSettings.Trigger Default Values.InputTriggerPulse,HoloLensTargetSettings.Packaging.NeutralResources,HoloLensTargetSettings.Packaging.LocalizedResources,IOSRuntimeSettings.Build.Remote Build Options,TakeRecorderProjectSettings.Animation Recorder.TimecodeBoneMethod,GameMapsSettings.DefaultModes.SelectedGameModeDetails,EnhancedInputDeveloperSettings.Modifier Default Values.InputModifierFOVScaling,EnhancedInputDeveloperSettings.Trigger Default Values.InputTriggerDown,EnhancedInputDeveloperSettings.Trigger Default Values.InputTriggerPressed,EnhancedInputDeveloperSettings.Trigger Default Values.InputTriggerReleased,
 WmfMediaSettings=EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInputPlatformSettings_Android,EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInputPlatformSettings_HoloLens,EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInputPlatformSettings_IOS,EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInputPlatformSettings_Linux,EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInputPlatformSettings_LinuxArm64,EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInputPlatformSettings_Mac,EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInputPlatformSettings_TVOS,EnhancedInputDeveloperSettings.Enhanced Input.EnhancedInputPlatformSettings_Windows,EnhancedInputDeveloperSettings.Trigger Default Values.InputTriggerHold,EnhancedInputDeveloperSettings.Trigger Default Values.InputTriggerHoldAndRelease,EnhancedInputDeveloperSettings.Trigger Default Values.InputTriggerTap,EnhancedInputDeveloperSettings.Trigger Default Values.InputTriggerPulse,HoloLensTargetSettings.Packaging.NeutralResources,HoloLensTargetSettings.Packaging.LocalizedResources,IOSRuntimeSettings.Build.Remote Build Options,TakeRecorderProjectSettings.Animation Recorder.TimecodeBoneMethod,GameMapsSettings.DefaultModes.SelectedGameModeDetails,EnhancedInputDeveloperSettings.Modifier Default Values.InputModifierFOVScaling,EnhancedInputDeveloperSettings.Trigger Default Values.InputTriggerDown,EnhancedInputDeveloperSettings.Trigger Default Values.InputTriggerPressed,EnhancedInputDeveloperSettings.Trigger Default Values.InputTriggerReleased,
 CesiumSunSky=CesiumSunSky.Cesium.PositionLatitudeLongitudeHeight,CesiumSunSky.Cesium.PositionEarthCenteredEarthFixed,CesiumSunSky.Cesium.RotationEastSouthUp,DynamicPawn_C.Cesium.PositionLatitudeLongitudeHeight,DynamicPawn_C.Cesium.PositionEarthCenteredEarthFixed,DynamicPawn_C.Cesium.RotationEastSouthUp,
-CesiumGlobeAnchorDerivedProperties=CesiumSunSky.Cesium.PositionLatitudeLongitudeHeight,CesiumSunSky.Cesium.PositionEarthCenteredEarthFixed,CesiumSunSky.Cesium.RotationEastSouthUp,DynamicPawn_C.Cesium.PositionLatitudeLongitudeHeight,DynamicPawn_C.Cesium.PositionEarthCenteredEarthFixed,DynamicPawn_C.Cesium.RotationEastSouthUp,
+CesiumGlobeAnchorDerivedProperties=
 SceneComponent=
 CesiumGeoreference=CesiumSunSky.Cesium.PositionLatitudeLongitudeHeight,CesiumSunSky.Cesium.PositionEarthCenteredEarthFixed,CesiumSunSky.Cesium.RotationEastSouthUp,DynamicPawn_C.Cesium.PositionLatitudeLongitudeHeight,DynamicPawn_C.Cesium.PositionEarthCenteredEarthFixed,DynamicPawn_C.Cesium.RotationEastSouthUp,
 Cesium3DTileset=CesiumSunSky.Cesium.PositionLatitudeLongitudeHeight,CesiumSunSky.Cesium.PositionEarthCenteredEarthFixed,CesiumSunSky.Cesium.RotationEastSouthUp,DynamicPawn_C.Cesium.PositionLatitudeLongitudeHeight,DynamicPawn_C.Cesium.PositionEarthCenteredEarthFixed,DynamicPawn_C.Cesium.RotationEastSouthUp,
 CesiumCreditSystemBP_C=CesiumSunSky.Cesium.PositionLatitudeLongitudeHeight,CesiumSunSky.Cesium.PositionEarthCenteredEarthFixed,CesiumSunSky.Cesium.RotationEastSouthUp,DynamicPawn_C.Cesium.PositionLatitudeLongitudeHeight,DynamicPawn_C.Cesium.PositionEarthCenteredEarthFixed,DynamicPawn_C.Cesium.RotationEastSouthUp,
 DynamicPawn_C=CesiumSunSky.Cesium.PositionLatitudeLongitudeHeight,CesiumSunSky.Cesium.PositionEarthCenteredEarthFixed,CesiumSunSky.Cesium.RotationEastSouthUp,DynamicPawn_C.Cesium.PositionLatitudeLongitudeHeight,DynamicPawn_C.Cesium.PositionEarthCenteredEarthFixed,DynamicPawn_C.Cesium.RotationEastSouthUp,
-SphereComponent=CesiumSunSky.Cesium.PositionLatitudeLongitudeHeight,CesiumSunSky.Cesium.PositionEarthCenteredEarthFixed,CesiumSunSky.Cesium.RotationEastSouthUp,DynamicPawn_C.Cesium.PositionLatitudeLongitudeHeight,DynamicPawn_C.Cesium.PositionEarthCenteredEarthFixed,DynamicPawn_C.Cesium.RotationEastSouthUp,
+SphereComponent=
 CesiumCameraManager=CesiumSunSky.Cesium.PositionLatitudeLongitudeHeight,CesiumSunSky.Cesium.PositionEarthCenteredEarthFixed,CesiumSunSky.Cesium.RotationEastSouthUp,DynamicPawn_C.Cesium.PositionLatitudeLongitudeHeight,DynamicPawn_C.Cesium.PositionEarthCenteredEarthFixed,DynamicPawn_C.Cesium.RotationEastSouthUp,
 VolumetricCloud=CesiumSunSky.Cesium.PositionLatitudeLongitudeHeight,CesiumSunSky.Cesium.PositionEarthCenteredEarthFixed,CesiumSunSky.Cesium.RotationEastSouthUp,DynamicPawn_C.Cesium.PositionLatitudeLongitudeHeight,DynamicPawn_C.Cesium.PositionEarthCenteredEarthFixed,DynamicPawn_C.Cesium.RotationEastSouthUp,
 StaticMeshActor=CesiumSunSky.Cesium.PositionLatitudeLongitudeHeight,CesiumSunSky.Cesium.PositionEarthCenteredEarthFixed,CesiumSunSky.Cesium.RotationEastSouthUp,DynamicPawn_C.Cesium.PositionLatitudeLongitudeHeight,DynamicPawn_C.Cesium.PositionEarthCenteredEarthFixed,DynamicPawn_C.Cesium.RotationEastSouthUp,PostProcessVolume.Reflections.Reflections,PostProcessVolume.Lens.Lens,
@@ -1415,7 +1416,7 @@ CurrentCesiumIonServer=/Game/CesiumSettings/CesiumIonServers/CesiumIonSaaS.Cesiu
 UserAccessTokenMap=(("/Game/CesiumSettings/CesiumIonServers/CesiumIonSaaS.CesiumIonSaaS", "eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJqdGkiOiJkY2I3YjQ0Zi0yMWM3LTRkNDMtODllNy0zZDYyNzExNjQ5MmQiLCJpZCI6MjM5MjkzLCJpYXQiOjE3MjU1MTg3NTZ9.oDMyIQWQKq5u_fu9ImVzrpVFXt1GGme4TNeJiqgvaSY"))
 
 [MessageLog]
-LastLogListing=FBXImport
+LastLogListing=LoadErrors
 
 [DetailPropertyExpansion]
 WorldPartitionRuntimeSpatialHash="\"Object\" "
@@ -2397,26 +2398,26 @@ AndroidSDKSettings=True
 FractureModeSettings=True
 
 [ContentBrowserRecent]
-MRUItem0=/Game/Art/Material/ZhuFangWu0/ZhuFangWu0_mat5
-MRUItem1=/Game/Art/Material/ZhuFangWu0/ZhuFangWu0_mat4
-MRUItem2=/Game/Art/Material/ZhuFangWu0/ZhuFangWu0_mat3
-MRUItem3=/Game/Art/Material/ZhuFangWu0/ZhuFangWu0_mat2
-MRUItem4=/Game/Art/Material/ZhuFangWu0/ZhuFangWu0_mat1
-MRUItem5=/Game/Art/Material/ZhuFangWu5/ZhuFangWu5_mat6
-MRUItem6=/Game/Art/Material/ZhuFangWu5/ZhuFangWu5_mat7
-MRUItem7=/Game/Art/Material/ZhuFangWu5/ZhuFangWu5_mat3
-MRUItem8=/Game/Art/Material/ZhuFangWu5/ZhuFangWu5_mat2
-MRUItem9=/Game/Art/Material/ZhuFangWu5/ZhuFangWu5_mat5
-MRUItem10=/Game/Art/Material/ZhuFangWu5/ZhuFangWu5_mat4
-MRUItem11=/Game/Art/Material/ZhuFangWu5/ZhuFangWu5_mat1
-MRUItem12=/Game/Art/Material/ZhuFangWu3/ZhuFangWu3_mat3
-MRUItem13=/Game/Art/Material/ZhuFangWu4/ZhuFangWu4_mat4
-MRUItem14=/Game/Art/Material/ZhuFangWu4/ZhuFangWu4_mat3
-MRUItem15=/Game/Art/Material/ZhuFangWu4/ZhuFangWu4_mat2
-MRUItem16=/Game/Art/Material/ZhuFangWu4/ZhuFangWu4_mat1
-MRUItem17=/Game/Art/Material/ZhuFangWu3/ZhuFangWu3_mat1
-MRUItem18=/Game/Art/Material/ZhuFangWu3/ZhuFangWu3_mat7
-MRUItem19=/Game/Art/Material/ZhuFangWu3/ZhuFangWu3_mat6
+MRUItem0=/Game/MainUI
+MRUItem1=/Game/Main
+MRUItem2=/Game/Art/Scene/NewMap
+MRUItem3=/Game/Art/Material/ZhuFangWu0/ZhuFangWu0_mat5
+MRUItem4=/Game/Art/Material/ZhuFangWu0/ZhuFangWu0_mat4
+MRUItem5=/Game/Art/Material/ZhuFangWu0/ZhuFangWu0_mat3
+MRUItem6=/Game/Art/Material/ZhuFangWu0/ZhuFangWu0_mat2
+MRUItem7=/Game/Art/Material/ZhuFangWu0/ZhuFangWu0_mat1
+MRUItem8=/Game/Art/Material/ZhuFangWu5/ZhuFangWu5_mat6
+MRUItem9=/Game/Art/Material/ZhuFangWu5/ZhuFangWu5_mat7
+MRUItem10=/Game/Art/Material/ZhuFangWu5/ZhuFangWu5_mat3
+MRUItem11=/Game/Art/Material/ZhuFangWu5/ZhuFangWu5_mat2
+MRUItem12=/Game/Art/Material/ZhuFangWu5/ZhuFangWu5_mat5
+MRUItem13=/Game/Art/Material/ZhuFangWu5/ZhuFangWu5_mat4
+MRUItem14=/Game/Art/Material/ZhuFangWu5/ZhuFangWu5_mat1
+MRUItem15=/Game/Art/Material/ZhuFangWu3/ZhuFangWu3_mat3
+MRUItem16=/Game/Art/Material/ZhuFangWu4/ZhuFangWu4_mat4
+MRUItem17=/Game/Art/Material/ZhuFangWu4/ZhuFangWu4_mat3
+MRUItem18=/Game/Art/Material/ZhuFangWu4/ZhuFangWu4_mat2
+MRUItem19=/Game/Art/Material/ZhuFangWu4/ZhuFangWu4_mat1
 
 [PlacementMode]
 RecentlyPlaced=/Game/Art/Model/Building/ZhuFangWu0.ZhuFangWu0;
@@ -2900,3 +2901,87 @@ IsInSingleInstantiationMode=False
 IsInSpawnInCurrentLevelMode=False
 SingleInstantiationPlacementMode=0
 
+[WidgetTemplatesExpanded]
+Audio=False
+Editor=False
+Input=False
+Lists=False
+Misc=False
+Optimization=False
+Panel=False
+Primitive=False
+Special Effects=False
+Synth=False
+Uncategorized=False
+User Created=False
+Advanced=False
+
+[UMGEditor.Designer]
+PreviewWidth=1280
+PreviewHeight=720
+PreviewAspectRatio=16:9
+bIsInPortraitMode=False
+ProfileName=
+ScaleFactor=1
+bCanPreviewSwapAspectRatio=False
+
+[UMGSequencerSettings SequencerSettings]
+AutoChangeMode=None
+AllowEditsMode=AllEdits
+KeyGroupMode=KeyChanged
+KeyInterpolation=Auto
+bAutoSetTrackDefaults=False
+SpawnPosition=SSP_Origin
+bCreateSpawnableCameras=True
+bShowRangeSlider=False
+bIsSnapEnabled=True
+bSnapKeyTimesToInterval=True
+bSnapKeyTimesToKeys=True
+bSnapSectionTimesToInterval=True
+bSnapSectionTimesToSections=True
+bSnapKeysAndSectionsToPlayRange=False
+bSnapPlayTimeToKeys=False
+bSnapPlayTimeToSections=False
+bSnapPlayTimeToMarkers=False
+bSnapPlayTimeToInterval=True
+bSnapPlayTimeToPressedKey=True
+bSnapPlayTimeToDraggedKey=True
+bSnapCurveValueToInterval=False
+bShowSelectedNodesOnly=False
+bRewindOnRecord=False
+bLeftMouseDragDoesMarquee=False
+ZoomPosition=SZP_CurrentTime
+bAutoScrollEnabled=False
+bLinkCurveEditorTimeRange=False
+bSynchronizeCurveEditorSelection=True
+bIsolateCurveEditorToSelection=True
+LoopMode=SLM_NoLoop
+bKeepCursorInPlayRangeWhileScrubbing=False
+bKeepPlayRangeInSectionBounds=True
+ZeroPadFrames=0
+JumpFrameIncrement=(Value=5)
+bShowLayerBars=True
+bShowKeyBars=True
+bInfiniteKeyAreas=False
+bShowChannelColors=False
+bShowStatusBar=True
+bShowTickLines=True
+bShowSequencerToolbar=True
+KeyAreaCurveExtents=
+KeyAreaHeightWithCurves=15.000000
+ReduceKeysTolerance=0.000100
+bDeleteKeysWhenTrimming=True
+bDisableSectionsAfterBaking=True
+bCleanPlaybackMode=True
+bActivateRealtimeViewports=True
+bEvaluateSubSequencesInIsolation=False
+bRerunConstructionScripts=True
+bShowDebugVisualization=False
+bVisualizePreAndPostRoll=True
+bCompileDirectorOnEvaluate=False
+TrajectoryPathCap=250
+FrameNumberDisplayFormat=Seconds
+MovieRendererName=
+bAutoExpandNodesOnSelection=True
+TreeViewWidth=0.300000
+

+ 1 - 0
Saved/Config/WindowsEditor/Engine.ini

@@ -46,6 +46,7 @@ Paths=../../../Engine/Plugins/Experimental/Landmass/Content
 Paths=../../../Engine/Plugins/Experimental/Water/Content
 Paths=../../../Engine/Plugins/Marketplace/CesiumForUnreal/Content
 Paths=../../../Engine/Plugins/Runtime/SunPosition/Content
+Paths=../../../../../UnrealProject/SteelFactory/Plugins/ViewWeb/Content
 
 [/Script/UdpMessaging.UdpMessagingSettings]
 EnabledByDefault=False

Filskillnaden har hållts tillbaka eftersom den är för stor
+ 139 - 687
Saved/Logs/SteelFactory.log


Filskillnaden har hållts tillbaka eftersom den är för stor
+ 174 - 734
Saved/Logs/SteelFactory_2.log


BIN
Saved/SourceControl/UncontrolledChangelists.json


+ 17 - 0
SteelFactory.uproject

@@ -10,6 +10,23 @@
 			"TargetAllowList": [
 				"Editor"
 			]
+		},
+		{
+			"Name": "CesiumForUnreal",
+			"Enabled": true,
+			"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/87b0d05800a545d49bf858ef3458c4f7",
+			"SupportedTargetPlatforms": [
+				"Win64",
+				"Mac",
+				"Linux",
+				"Android",
+				"IOS"
+			]
+		},
+		{
+			"Name": "WebView",
+			"Enabled": true,
+			"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/e5ece84a234b4ee0b8aa524cd80c175d"
 		}
 	]
 }

Vissa filer visades inte eftersom för många filer har ändrats