[/Script/EngineSettings.GameMapsSettings] GameDefaultMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd EditorStartupMap=/Game/ZMMO/Maps/FrontEnd/L_FrontEnd.L_FrontEnd ; GameMode/PlayerController/PlayerCharacter agora moram em C++ (Game/Modes/Entity/Controller). ; O motor pode spawnar AZeusGameMode directamente; um BP filho continua opcional. GlobalDefaultGameMode=/Script/ZMMO.ZeusGameMode GameInstanceClass=/Script/ZMMO.ZeusGameInstance [/Script/Engine.RendererSettings] r.ReflectionMethod=1 r.GenerateMeshDistanceFields=True r.DynamicGlobalIlluminationMethod=1 r.Lumen.TraceMeshSDFs=0 r.Shadow.Virtual.Enable=1 r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true r.AllowStaticLighting=False r.SkinCache.CompileShaders=True r.RayTracing=True r.RayTracing.RayTracingProxies.ProjectEnabled=True r.Substrate=True r.Substrate.ProjectGBufferFormat=0 r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8 r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8 [/Script/WindowsTargetPlatform.WindowsTargetSettings] DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 -D3D12TargetedShaderFormats=PCD3D_SM5 +D3D12TargetedShaderFormats=PCD3D_SM6 -D3D11TargetedShaderFormats=PCD3D_SM5 +D3D11TargetedShaderFormats=PCD3D_SM5 Compiler=Default AudioSampleRate=48000 AudioCallbackBufferFrameSize=1024 AudioNumBuffersToEnqueue=1 AudioMaxChannels=0 AudioNumSourceWorkers=4 SpatializationPlugin= SourceDataOverridePlugin= ReverbPlugin= OcclusionPlugin= CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) CacheSizeKB=65536 MaxChunkSizeOverrideKB=0 bResampleForDevice=False MaxSampleRate=48000.000000 HighSampleRate=32000.000000 MedSampleRate=24000.000000 LowSampleRate=12000.000000 MinSampleRate=8000.000000 CompressionQualityModifier=1.000000 AutoStreamingThreshold=0.000000 SoundCueCookQualityIndex=-1 [/Script/LinuxTargetPlatform.LinuxTargetSettings] -TargetedRHIs=SF_VULKAN_SM5 +TargetedRHIs=SF_VULKAN_SM6 [/Script/MacTargetPlatform.MacTargetSettings] -TargetedRHIs=SF_METAL_SM5 +TargetedRHIs=SF_METAL_SM6 [/Script/HardwareTargeting.HardwareTargetingSettings] TargetedHardwareClass=Desktop AppliedTargetedHardwareClass=Desktop DefaultGraphicsPerformance=Maximum AppliedDefaultGraphicsPerformance=Maximum [/Script/Engine.Engine] ; CommonUI: viewport client que roteia input (teclado/gamepad) e foco para a UI. GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient +ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/ZMMO") +ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/ZMMO") ; Redirects do template antigo para a nova arquitectura (Game/Modes/Entity/Controller). ; Pipeline: TP_ThirdPerson* -> ZMMO* (legado) -> Zeus* (atual). Os redirects de ; ZMMO*->Zeus* preservam asset/BP refs criadas durante o periodo ZMMO* (Batches 1-3). +ActiveClassRedirects=(OldClassName="TP_ThirdPersonPlayerController",NewClassName="ZeusPlayerController") +ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="ZeusGameMode") +ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZeusCharacter") +ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZeusCharacter") +ActiveClassRedirects=(OldClassName="ZMMOPlayerCharacter",NewClassName="ZeusCharacter") +ActiveClassRedirects=(OldClassName="ZMMOPlayerController",NewClassName="ZeusPlayerController") +ActiveClassRedirects=(OldClassName="ZMMOFrontEndPlayerController",NewClassName="ZeusFrontEndPlayerController") +ActiveClassRedirects=(OldClassName="ZMMOGameMode",NewClassName="ZeusGameMode") +ActiveClassRedirects=(OldClassName="ZMMOFrontEndGameMode",NewClassName="ZeusFrontEndGameMode") +ActiveClassRedirects=(OldClassName="ZMMOGameInstance",NewClassName="ZeusGameInstance") +ActiveClassRedirects=(OldClassName="ZMMOHUD",NewClassName="ZeusHUD") +ActiveClassRedirects=(OldClassName="ZMMOPlayerState",NewClassName="ZeusPlayerState") +ActiveClassRedirects=(OldClassName="ZMMOEntity",NewClassName="ZeusEntity") +ActiveClassRedirects=(OldClassName="ZMMOPlayerProxy",NewClassName="ZeusPlayerProxy") +ActiveClassRedirects=(OldClassName="ZMMOProxyMovementComponent",NewClassName="ZeusProxyMovementComponent") +ActiveClassRedirects=(OldClassName="ZMMOWorldSubsystem",NewClassName="ZeusWorldSubsystem") +ActiveClassRedirects=(OldClassName="ZMMOThemeDataAsset",NewClassName="ZeusThemeDataAsset") +ActiveClassRedirects=(OldClassName="ZMMOThemeSubsystem",NewClassName="ZeusThemeSubsystem") +ActiveClassRedirects=(OldClassName="ZMMOLoginSaveGame",NewClassName="ZeusLoginSaveGame") +ActiveClassRedirects=(OldClassName="ZMMOHudWidget",NewClassName="ZeusHudWidget") +ActiveClassRedirects=(OldClassName="ZMMOHudPlayerVitalsWidget",NewClassName="ZeusHudPlayerVitalsWidget") +ActiveClassRedirects=(OldClassName="ZMMOLoadingProfilesDataAsset",NewClassName="ZeusLoadingProfilesDataAsset") [CoreRedirects] ; Migração v1→v2 do FUIStylePanel: TMap (Enum) → TMap. ; Os campos *_DEPRECATED preservam a leitura do asset antigo; PostSerialize copia ; pros novos ByName e após re-save os legacy ficam vazios. Os redirects podem ; ser removidos quando todos os DTs do projeto tiverem sido re-salvos. +PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelBackground",NewName="/Script/ZMMO.UIStylePanel.PanelBackground_DEPRECATED") +PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutline",NewName="/Script/ZMMO.UIStylePanel.PanelOutline_DEPRECATED") +PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect",NewName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect_DEPRECATED") ; --- M7: Modulo cliente "ZMMOJobs" foi renomeado pra "ZeusJobs" + classe ; UZMMOJobDataAsset -> UZeusJobDataAsset. Os 7 DA_Job_* em /Game/ZMMO/Data/Jobs/ ; foram salvos apontando pra /Script/ZMMOJobs.ZMMOJobDataAsset (modulo + classe ; antigos). ActiveClassRedirects so' troca o NOME da classe, nao o package; ; precisamos de CoreRedirects com path completo + PackageRedirect. +PackageRedirects=(OldName="/Script/ZMMOJobs",NewName="/Script/ZeusJobs") +ClassRedirects=(OldName="/Script/ZMMOJobs.ZMMOJobDataAsset",NewName="/Script/ZeusJobs.ZeusJobDataAsset") ; --- M7: USTRUCTs renomeadas (mesmo modulo ZMMO). DTs salvos com Row Structure ; apontando pro nome antigo (ZMMOMapDef, ZMMOLoadingTipRow). USTRUCT usa ; +StructRedirects (nao +ClassRedirects). +StructRedirects=(OldName="/Script/ZMMO.ZMMOMapDef",NewName="/Script/ZMMO.ZeusMapDef") +StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingTipRow",NewName="/Script/ZMMO.ZeusLoadingTipRow") ; DA_LoadingProfiles salvo com TMap; ; FZMMOLoadingProfile contem TArray. Precisa de 3 redirects ; (1 enum + 2 struct) pra carregar sem warnings nem perda de dados. +EnumRedirects=(OldName="/Script/ZMMO.EZMMOLoadingContext",NewName="/Script/ZMMO.EZeusLoadingContext") +EnumRedirects=(OldName="/Script/ZMMO.EZMMOLoadingStepStatus",NewName="/Script/ZMMO.EZeusLoadingStepStatus") +StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingProfile",NewName="/Script/ZMMO.ZeusLoadingProfile") +StructRedirects=(OldName="/Script/ZMMO.ZMMOLoadingStepDef",NewName="/Script/ZMMO.ZeusLoadingStepDef") [/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] bEnablePlugin=True bAllowNetworkConnection=True SecurityToken=A6F8C6FA4AB4631DF1DC329232BB6B40 bIncludeInShipping=False bAllowExternalStartInShipping=False bCompileAFSProject=False bUseCompression=False bLogFiles=False bReportStats=False 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="WorldStatic",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")