Critical fixes for packaged builds: - Widget weak ptrs (SpawnManager/SceneSerializer) are null in packaged due to HUD deferred init. All button lambdas now get references fresh from PlayerController via GetOwningPlayer() cast instead of cached weak ptrs. - HUD BeginPlay deferred by one tick (SetTimerForNextTick) to ensure PlayerController has initialized SpawnManager before wiring. Module split: - Factories moved to separate PS_EditorTools module (Type: Editor) to fix UHT error with UFactory in packaging builds. - PS_Editor module no longer depends on UnrealEd for factories. Asset references: - TSoftObjectPtr/TSoftClassPtr changed to TObjectPtr/TSubclassOf for MasterCatalog, SpawnCatalogs, and ActorClass entries. Hard references ensure assets are cooked in packaged builds. Other fixes: - GetActorLabel() replaced with GetClass()->GetName() (editor-only API) - Missing brace in Browse dialog BaseLevel sync code - BaseLevel sync only when scenario specifies a LevelName (no more clearing on empty) - Save As dialog with native Windows file picker - Debug info in catalog UI when empty (shows chain: Master→Catalogs→Entries) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
97 lines
2.7 KiB
INI
97 lines
2.7 KiB
INI
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Game/test_Editor.test_Editor
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EditorStartupMap=/Game/test_Editor.test_Editor
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GlobalDefaultGameMode=/Script/PS_Editor.PS_Editor_GameMode
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[/Script/Engine.RendererSettings]
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r.AllowStaticLighting=False
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r.GenerateMeshDistanceFields=True
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r.DynamicGlobalIlluminationMethod=0
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r.ReflectionMethod=0
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r.SkinCache.CompileShaders=True
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r.CustomDepth=3
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r.RayTracing=True
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r.Shadow.Virtual.Enable=0
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r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
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r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
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r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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-D3D12TargetedShaderFormats=PCD3D_SM5
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+D3D12TargetedShaderFormats=PCD3D_SM6
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-D3D11TargetedShaderFormats=PCD3D_SM5
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+D3D11TargetedShaderFormats=PCD3D_SM5
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Compiler=Default
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AudioSampleRate=48000
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AudioCallbackBufferFrameSize=1024
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AudioNumBuffersToEnqueue=1
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AudioMaxChannels=0
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AudioNumSourceWorkers=4
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SpatializationPlugin=
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SourceDataOverridePlugin=
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ReverbPlugin=
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OcclusionPlugin=
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CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0)
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CacheSizeKB=65536
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MaxChunkSizeOverrideKB=0
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bResampleForDevice=False
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MaxSampleRate=48000.000000
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HighSampleRate=32000.000000
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MedSampleRate=24000.000000
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LowSampleRate=12000.000000
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MinSampleRate=8000.000000
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CompressionQualityModifier=1.000000
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AutoStreamingThreshold=0.000000
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SoundCueCookQualityIndex=-1
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[/Script/LinuxTargetPlatform.LinuxTargetSettings]
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-TargetedRHIs=SF_VULKAN_SM5
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+TargetedRHIs=SF_VULKAN_SM6
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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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[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
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CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'
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[/Script/Engine.UserInterfaceSettings]
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bAuthorizeAutomaticWidgetVariableCreation=False
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FontDPIPreset=Standard
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FontDPI=72
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[/Script/Engine.Engine]
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+ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/PS_ProserveEditor")
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+ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/PS_ProserveEditor")
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=True
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bAllowNetworkConnection=True
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SecurityToken=288E3B3A40C434E694FD959470196181
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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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