mirror of
https://github.com/Theaninova/BeatLanguageMapper.git
synced 2026-01-22 18:02:44 +00:00
Initial Commit!
いきますよ!
This commit is contained in:
2
.gitattributes
vendored
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2
.gitattributes
vendored
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|||||||
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# Auto detect text files and perform LF normalization
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||||||
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* text=auto
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||||||
81
.gitignore
vendored
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81
.gitignore
vendored
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|||||||
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# Visual Studio 2015 user specific files
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||||||
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.vs/
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||||||
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||||||
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# Visual Studio 2015 database file
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||||||
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*.VC.db
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||||||
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||||||
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# Compiled Object files
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||||||
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*.slo
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||||||
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*.lo
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||||||
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*.o
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||||||
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*.obj
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||||||
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||||||
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# Precompiled Headers
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||||||
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*.gch
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||||||
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*.pch
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||||||
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||||||
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# Compiled Dynamic libraries
|
||||||
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*.so
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||||||
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*.dylib
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||||||
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*.dll
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||||||
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||||||
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# Fortran module files
|
||||||
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*.mod
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||||||
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||||||
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# Compiled Static libraries
|
||||||
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*.lai
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||||||
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*.la
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||||||
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*.a
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||||||
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*.lib
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||||||
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||||||
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# Executables
|
||||||
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*.exe
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||||||
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*.out
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||||||
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*.app
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||||||
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*.ipa
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||||||
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||||||
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# These project files can be generated by the engine
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||||||
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*.xcodeproj
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||||||
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*.xcworkspace
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||||||
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*.sln
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||||||
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*.suo
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||||||
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*.opensdf
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||||||
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*.sdf
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||||||
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*.VC.db
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||||||
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*.VC.opendb
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||||||
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|
||||||
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# Precompiled Assets
|
||||||
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SourceArt/**/*.png
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||||||
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SourceArt/**/*.tga
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||||||
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||||||
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# Binary Files
|
||||||
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Binaries/*
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||||||
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|
||||||
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# Builds
|
||||||
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Build/*
|
||||||
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||||||
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# Whitelist PakBlacklist-<BuildConfiguration>.txt files
|
||||||
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!Build/*/
|
||||||
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Build/*/**
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||||||
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!Build/*/PakBlacklist*.txt
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||||||
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||||||
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# Don't ignore icon files in Build
|
||||||
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!Build/**/*.ico
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||||||
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||||||
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# Built data for maps
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||||||
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*_BuiltData.uasset
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||||||
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||||||
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# Configuration files generated by the Editor
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||||||
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Saved/*
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||||||
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||||||
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# Compiled source files for the engine to use
|
||||||
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Intermediate/*
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||||||
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|
||||||
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# Packaged exe
|
||||||
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Packaging/*
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||||||
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|
||||||
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# Releases
|
||||||
|
Releases/*
|
||||||
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|
||||||
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# Cache files for the editor to use
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||||||
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DerivedDataCache/*
|
||||||
BIN
Build/Windows/Application.ico
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BIN
Build/Windows/Application.ico
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Binary file not shown.
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After Width: | Height: | Size: 90 KiB |
2
Config/DefaultEditor.ini
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2
Config/DefaultEditor.ini
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@@ -0,0 +1,2 @@
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||||||
221
Config/DefaultEngine.ini
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221
Config/DefaultEngine.ini
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@@ -0,0 +1,221 @@
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|||||||
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[URL]
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||||||
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GameName=MediocreMapper
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||||||
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||||||
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[Audio]
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||||||
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UnfocusedVolumeMultiplier=1.0
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||||||
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||||||
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[/Script/EngineSettings.GameMapsSettings]
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||||||
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EditorStartupMap=/Game/Levels/Level_Startup.Level_Startup
|
||||||
|
GameDefaultMap=/Game/Levels/Level_Startup.Level_Startup
|
||||||
|
GlobalDefaultGameMode=/Game/Blueprints/BPGM_editor.BPGM_editor_C
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||||||
|
GlobalDefaultServerGameMode=/Game/Blueprints/BPGM_editor.BPGM_editor_C
|
||||||
|
GameInstanceClass=/Game/Blueprints/BPGI_editor.BPGI_editor_C
|
||||||
|
|
||||||
|
[/Script/Engine.RendererSettings]
|
||||||
|
r.MobileHDR=True
|
||||||
|
r.Mobile.DisableVertexFog=True
|
||||||
|
r.Shadow.CSM.MaxMobileCascades=1
|
||||||
|
r.MobileMSAA=1
|
||||||
|
r.DiscardUnusedQuality=False
|
||||||
|
r.AllowOcclusionQueries=True
|
||||||
|
r.MinScreenRadiusForLights=0.030000
|
||||||
|
r.MinScreenRadiusForDepthPrepass=0.030000
|
||||||
|
r.MinScreenRadiusForCSMDepth=0.010000
|
||||||
|
r.PrecomputedVisibilityWarning=False
|
||||||
|
r.TextureStreaming=True
|
||||||
|
Compat.UseDXT5NormalMaps=False
|
||||||
|
r.ClearCoatNormal=False
|
||||||
|
r.ReflectionCaptureResolution=64
|
||||||
|
r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True
|
||||||
|
r.ForwardShading=True
|
||||||
|
r.VertexFoggingForOpaque=True
|
||||||
|
r.AllowStaticLighting=False
|
||||||
|
r.NormalMapsForStaticLighting=False
|
||||||
|
r.GenerateMeshDistanceFields=False
|
||||||
|
r.DistanceFieldBuild.EightBit=False
|
||||||
|
r.GenerateLandscapeGIData=False
|
||||||
|
r.DistanceFieldBuild.Compress=False
|
||||||
|
r.TessellationAdaptivePixelsPerTriangle=48.000000
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||||||
|
r.SeparateTranslucency=True
|
||||||
|
r.TranslucentSortPolicy=0
|
||||||
|
TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
|
||||||
|
r.CustomDepth=3
|
||||||
|
r.CustomDepthTemporalAAJitter=False
|
||||||
|
r.PostProcessing.PropagateAlpha=False
|
||||||
|
r.UsePreExposure=False
|
||||||
|
r.DefaultFeature.Bloom=True
|
||||||
|
r.DefaultFeature.AmbientOcclusion=True
|
||||||
|
r.DefaultFeature.AmbientOcclusionStaticFraction=False
|
||||||
|
r.DefaultFeature.AutoExposure=False
|
||||||
|
r.DefaultFeature.AutoExposure.Method=2
|
||||||
|
r.DefaultFeature.MotionBlur=False
|
||||||
|
r.DefaultFeature.LensFlare=False
|
||||||
|
r.TemporalAA.Upsampling=False
|
||||||
|
r.DefaultFeature.AntiAliasing=0
|
||||||
|
r.DefaultFeature.PointLightUnits=1
|
||||||
|
r.DefaultFeature.SpotLightUnits=1
|
||||||
|
r.Shadow.UnbuiltPreviewInGame=True
|
||||||
|
r.StencilForLODDither=False
|
||||||
|
r.EarlyZPass=3
|
||||||
|
r.EarlyZPassMovable=True
|
||||||
|
r.EarlyZPassOnlyMaterialMasking=False
|
||||||
|
r.DBuffer=False
|
||||||
|
r.ClearSceneMethod=1
|
||||||
|
r.BasePassOutputsVelocity=False
|
||||||
|
r.SelectiveBasePassOutputs=False
|
||||||
|
bDefaultParticleCutouts=False
|
||||||
|
r.AllowGlobalClipPlane=False
|
||||||
|
r.GBufferFormat=1
|
||||||
|
r.MorphTarget.Mode=True
|
||||||
|
bGPUParticlesLocalVFOnly=False
|
||||||
|
r.GPUCrashDebugging=True
|
||||||
|
vr.InstancedStereo=False
|
||||||
|
vr.MultiView=False
|
||||||
|
vr.MobileMultiView=False
|
||||||
|
vr.MobileMultiView.Direct=False
|
||||||
|
vr.MonoscopicFarField=False
|
||||||
|
vr.DebugCanvasInLayer=False
|
||||||
|
r.WireframeCullThreshold=5.000000
|
||||||
|
r.SupportStationarySkylight=False
|
||||||
|
r.SupportLowQualityLightmaps=True
|
||||||
|
r.SupportPointLightWholeSceneShadows=False
|
||||||
|
r.SupportAtmosphericFog=False
|
||||||
|
r.SkinCache.CompileShaders=False
|
||||||
|
r.Mobile.EnableStaticAndCSMShadowReceivers=False
|
||||||
|
r.Mobile.EnableMovableLightCSMShaderCulling=False
|
||||||
|
r.Mobile.AllowDistanceFieldShadows=False
|
||||||
|
r.Mobile.AllowMovableDirectionalLights=False
|
||||||
|
r.MobileNumDynamicPointLights=0
|
||||||
|
r.MobileDynamicPointLightsUseStaticBranch=False
|
||||||
|
r.SkinCache.SceneMemoryLimitInMB=128.000000
|
||||||
|
r.GPUSkin.Limit2BoneInfluences=False
|
||||||
|
r.SupportDepthOnlyIndexBuffers=True
|
||||||
|
r.SupportReversedIndexBuffers=True
|
||||||
|
r.SupportMaterialLayers=False
|
||||||
|
|
||||||
|
[/Script/HardwareTargeting.HardwareTargetingSettings]
|
||||||
|
TargetedHardwareClass=Desktop
|
||||||
|
AppliedTargetedHardwareClass=Desktop
|
||||||
|
DefaultGraphicsPerformance=Scalable
|
||||||
|
AppliedDefaultGraphicsPerformance=Scalable
|
||||||
|
|
||||||
|
[/Script/Engine.GarbageCollectionSettings]
|
||||||
|
gc.MaxObjectsInEditor=10000000
|
||||||
|
|
||||||
|
[/Script/Engine.NetworkSettings]
|
||||||
|
net.MaxRepArraySize=4096
|
||||||
|
|
||||||
|
[/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,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="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",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="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",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="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap)),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="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",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="Visibility",Response=ECR_Ignore),(Channel="Vehicle",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="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(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="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",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)
|
||||||
|
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Note",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
|
||||||
|
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="Obstacle",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
|
||||||
|
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="PlacingGhost",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
|
||||||
|
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="NoteSound",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
|
||||||
|
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="EventPlacingGhost",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
|
||||||
|
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,Name="Event",DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False)
|
||||||
|
-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")
|
||||||
|
+CollisionChannelRedirects=(OldName="Event",NewName="EventPlacingGhost")
|
||||||
|
|
||||||
|
[/Script/Engine.Engine]
|
||||||
|
MaximumLoopIterationCount=10000000
|
||||||
|
SmoothedFrameRateRange=(LowerBound=(Type=Inclusive,Value=22.000000),UpperBound=(Type=Exclusive,Value=144.000000))
|
||||||
|
+ActiveGameNameRedirects=(OldGameName="/Script/BeatSaberEditor",NewGameName="/Script/MediocreMapper")
|
||||||
|
+ActiveGameNameRedirects=(OldGameName="BeatSaberEditor",NewGameName="MediocreMapper")
|
||||||
|
|
||||||
|
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
|
||||||
|
Compiler=VisualStudio2017
|
||||||
|
|
||||||
|
[/Script/Engine.PhysicsSettings]
|
||||||
|
DefaultGravityZ=-980.000000
|
||||||
|
DefaultTerminalVelocity=4000.000000
|
||||||
|
DefaultFluidFriction=0.300000
|
||||||
|
SimulateScratchMemorySize=262144
|
||||||
|
RagdollAggregateThreshold=4
|
||||||
|
TriangleMeshTriangleMinAreaThreshold=5.000000
|
||||||
|
bEnableAsyncScene=False
|
||||||
|
bEnableShapeSharing=False
|
||||||
|
bEnablePCM=True
|
||||||
|
bEnableStabilization=False
|
||||||
|
bWarnMissingLocks=True
|
||||||
|
bEnable2DPhysics=False
|
||||||
|
LockedAxis=Invalid
|
||||||
|
DefaultDegreesOfFreedom=Full3D
|
||||||
|
BounceThresholdVelocity=200.000000
|
||||||
|
FrictionCombineMode=Average
|
||||||
|
RestitutionCombineMode=Average
|
||||||
|
MaxAngularVelocity=3600.000000
|
||||||
|
MaxDepenetrationVelocity=0.000000
|
||||||
|
ContactOffsetMultiplier=0.020000
|
||||||
|
MinContactOffset=2.000000
|
||||||
|
MaxContactOffset=8.000000
|
||||||
|
bSimulateSkeletalMeshOnDedicatedServer=True
|
||||||
|
DefaultShapeComplexity=CTF_UseSimpleAndComplex
|
||||||
|
bDefaultHasComplexCollision=True
|
||||||
|
bSuppressFaceRemapTable=False
|
||||||
|
bSupportUVFromHitResults=False
|
||||||
|
bDisableActiveActors=False
|
||||||
|
bDisableCCD=False
|
||||||
|
bEnableEnhancedDeterminism=False
|
||||||
|
MaxPhysicsDeltaTime=0.033333
|
||||||
|
bSubstepping=False
|
||||||
|
bSubsteppingAsync=False
|
||||||
|
MaxSubstepDeltaTime=0.016667
|
||||||
|
MaxSubsteps=6
|
||||||
|
SyncSceneSmoothingFactor=0.000000
|
||||||
|
AsyncSceneSmoothingFactor=0.990000
|
||||||
|
InitialAverageFrameRate=0.016667
|
||||||
|
PhysXTreeRebuildRate=10
|
||||||
|
|
||||||
|
|
||||||
41
Config/DefaultGame.ini
Normal file
41
Config/DefaultGame.ini
Normal file
@@ -0,0 +1,41 @@
|
|||||||
|
[/Script/EngineSettings.GeneralProjectSettings]
|
||||||
|
ProjectID=F5529D354BF9DDA5B4BC06BB62D10933
|
||||||
|
bShouldWindowPreserveAspectRatio=False
|
||||||
|
ProjectName=MediocreMapper
|
||||||
|
ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "A4F171D24A09E6B0C435A39031D526F5", "EditSaber")
|
||||||
|
|
||||||
|
[/Script/UnrealEd.ProjectPackagingSettings]
|
||||||
|
Build=IfProjectHasCode
|
||||||
|
BuildConfiguration=PPBC_Shipping
|
||||||
|
StagingDirectory=(Path="E:\\Documents\\Unreal Projects\\MediocreMapper")
|
||||||
|
FullRebuild=True
|
||||||
|
ForDistribution=True
|
||||||
|
IncludeDebugFiles=False
|
||||||
|
BlueprintNativizationMethod=Disabled
|
||||||
|
bIncludeNativizedAssetsInProjectGeneration=False
|
||||||
|
UsePakFile=True
|
||||||
|
bGenerateChunks=False
|
||||||
|
bGenerateNoChunks=False
|
||||||
|
bChunkHardReferencesOnly=False
|
||||||
|
bBuildHttpChunkInstallData=False
|
||||||
|
HttpChunkInstallDataDirectory=(Path="")
|
||||||
|
HttpChunkInstallDataVersion=
|
||||||
|
IncludePrerequisites=False
|
||||||
|
IncludeAppLocalPrerequisites=False
|
||||||
|
bShareMaterialShaderCode=False
|
||||||
|
bSharedMaterialNativeLibraries=False
|
||||||
|
ApplocalPrerequisitesDirectory=(Path="")
|
||||||
|
IncludeCrashReporter=False
|
||||||
|
InternationalizationPreset=English
|
||||||
|
-CulturesToStage=en
|
||||||
|
+CulturesToStage=en
|
||||||
|
bCookAll=False
|
||||||
|
bCookMapsOnly=False
|
||||||
|
bCompressed=False
|
||||||
|
bEncryptIniFiles=False
|
||||||
|
bEncryptPakIndex=False
|
||||||
|
bSkipEditorContent=True
|
||||||
|
+MapsToCook=(FilePath="/Game/Levels/Level_Startup")
|
||||||
|
bNativizeBlueprintAssets=False
|
||||||
|
bNativizeOnlySelectedBlueprints=False
|
||||||
|
|
||||||
BIN
Config/DefaultInput.ini
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Config/DefaultInput.ini
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Content/Blueprints/BPC_editor.uasset
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Content/Blueprints/BPC_editor.uasset
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Content/Blueprints/BPFL_editor.uasset
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Content/Blueprints/BPFL_editor.uasset
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Content/Blueprints/BPGI_editor.uasset
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Content/Blueprints/BPGI_editor.uasset
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Content/Blueprints/BPGM_editor.uasset
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Content/Blueprints/BPGM_editor.uasset
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Content/Blueprints/BPSG_config.uasset
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Content/Blueprints/BPSG_config.uasset
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Content/Blueprints/BP_BPMChange.uasset
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Content/Blueprints/BP_BPMChange.uasset
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Content/Blueprints/BP_controller.uasset
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Content/Blueprints/BP_controller.uasset
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Content/Blueprints/BP_event.uasset
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Content/Blueprints/BP_event.uasset
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Content/Blueprints/BP_event_ghost.uasset
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Content/Blueprints/BP_event_ghost.uasset
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Content/Blueprints/BP_event_manager.uasset
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Content/Blueprints/BP_event_manager.uasset
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Content/Blueprints/BP_lasers.uasset
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Content/Blueprints/BP_lasers.uasset
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Content/Blueprints/BP_note.uasset
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Content/Blueprints/BP_note.uasset
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Content/Blueprints/BP_note_ghost.uasset
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Content/Blueprints/BP_note_ghost.uasset
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Content/Blueprints/BP_ring.uasset
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Content/Blueprints/BP_ring.uasset
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Content/Blueprints/BP_wall.uasset
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Content/Blueprints/BP_wall.uasset
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Content/Blueprints/CurveBlink.uasset
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Content/Blueprints/CurveBlink.uasset
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Content/Blueprints/CurveFlash.uasset
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Content/Blueprints/CurveFlash.uasset
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Content/Blueprints/ToolTipWidget.uasset
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Content/Blueprints/ToolTipWidget.uasset
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Content/Blueprints/VarTypes/BPMChange.uasset
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Content/Blueprints/VarTypes/BPMChange.uasset
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Content/Blueprints/VarTypes/EnumActionType.uasset
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Content/Blueprints/VarTypes/EnumActionType.uasset
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Content/Blueprints/VarTypes/EnumDifficulty.uasset
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Content/Blueprints/VarTypes/EnumDifficulty.uasset
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Content/Blueprints/VarTypes/StructDifficulty.uasset
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Content/Blueprints/VarTypes/StructDifficulty.uasset
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Content/Blueprints/VarTypes/StructDifficultyInfos.uasset
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Content/Blueprints/VarTypes/StructDifficultyInfos.uasset
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Content/Blueprints/VarTypes/StructEvent.uasset
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Content/Blueprints/VarTypes/StructEvent.uasset
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Content/Blueprints/VarTypes/StructNote.uasset
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Content/Blueprints/VarTypes/StructNote.uasset
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Content/Blueprints/VarTypes/StructObstacle.uasset
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Content/Blueprints/VarTypes/StructObstacle.uasset
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Content/Blueprints/VarTypes/StructSong.uasset
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Content/Blueprints/VarTypes/StructSong.uasset
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Content/Blueprints/VarTypes/StructTimePos.uasset
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Content/Blueprints/VarTypes/StructTimePos.uasset
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Content/Blueprints/VarTypes/StructUndo.uasset
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Content/Blueprints/VarTypes/StructUndo.uasset
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Content/Blueprints/WidgetDifButton.uasset
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Content/Blueprints/WidgetDifButton.uasset
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Content/Blueprints/WidgetEditorMenu.uasset
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Content/Blueprints/WidgetEditorMenu.uasset
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Content/Blueprints/WidgetErrorPopup.uasset
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Content/Blueprints/WidgetErrorPopup.uasset
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Content/Blueprints/WidgetLoading.uasset
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Content/Blueprints/WidgetLoading.uasset
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Content/Blueprints/WidgetMapButton.uasset
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Content/Blueprints/WidgetMapMenu.uasset
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Content/Blueprints/WidgetMapMenu.uasset
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Content/Blueprints/WidgetSetPath.uasset
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Content/Blueprints/WidgetSetPath.uasset
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Content/Blueprints/WidgetSongInfos.uasset
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Content/Blueprints/WidgetSongInfos.uasset
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Content/Fonts/Beon.uasset
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Content/Fonts/Beon.uasset
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Content/Fonts/M_ui.uasset
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Content/Fonts/M_ui.uasset
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Content/Levels/Level_Startup.umap
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Content/Levels/Level_Startup.umap
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Content/Materials/DefaultTextMaterialOpaque.uasset
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Content/Materials/Events/MI_light_off.uasset
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Content/Materials/Events/MI_light_on_blue_fade.uasset
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Content/Materials/Events/MI_light_on_red.uasset
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Content/Materials/Events/MI_light_on_red_fade.uasset
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Content/Materials/Events/MI_light_on_red_fade.uasset
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Content/Materials/Events/MI_light_on_red_flash.uasset
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Content/Materials/Events/MI_light_on_red_flash.uasset
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Content/Materials/Events/M_event_rings.uasset
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Content/Materials/Events/M_event_rings.uasset
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Content/Materials/Events/M_event_speed.uasset
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Content/Materials/Events/M_event_speed.uasset
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Content/Materials/Events/M_light_event.uasset
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Content/Materials/Events/M_light_event.uasset
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Content/Materials/Events/M_light_event_2.uasset
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Content/Materials/Events/M_light_event_2.uasset
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Content/Materials/Events/ghostbluefade.uasset
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Content/Materials/Events/ghostblueflash.uasset
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Content/Materials/Events/ghostblueon.uasset
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Content/Materials/Events/ghostredfade.uasset
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Content/Materials/Events/ghostredflash.uasset
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Content/Materials/Events/ghostredflash.uasset
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Content/Materials/Events/ghostredon.uasset
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Content/Materials/Events/ghostredon.uasset
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Content/Materials/MPC_time.uasset
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Content/Materials/MPC_time.uasset
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Content/Materials/M_Arrow.uasset
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Content/Materials/M_Arrow.uasset
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Content/Materials/M_Arrow_blue.uasset
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Content/Materials/M_Arrow_blue.uasset
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Content/Materials/M_Arrow_green.uasset
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Content/Materials/M_Arrow_green.uasset
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Content/Materials/M_Arrow_grey.uasset
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Content/Materials/M_Arrow_grey.uasset
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Content/Materials/M_Arrow_mag.uasset
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Content/Materials/M_Arrow_mag.uasset
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Content/Materials/M_Arrow_red.uasset
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Content/Materials/M_Arrow_red.uasset
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Content/Materials/M_CubeNote.uasset
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Content/Materials/M_CubeNote.uasset
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Content/Materials/M_CubeNote_alt.uasset
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Content/Materials/M_CubeNote_alt.uasset
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Content/Materials/M_CubeNote_blue.uasset
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Content/Materials/M_CubeNote_blue.uasset
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Content/Materials/M_CubeNote_green.uasset
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Content/Materials/M_CubeNote_green.uasset
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Content/Materials/M_CubeNote_grey.uasset
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Content/Materials/M_CubeNote_grey.uasset
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Content/Materials/M_CubeNote_mag.uasset
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Content/Materials/M_CubeNote_mag.uasset
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Content/Materials/M_CubeNote_red.uasset
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Content/Materials/M_CubeNote_red.uasset
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Content/Materials/M_Obstacle.uasset
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Content/Materials/M_Obstacle.uasset
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Content/Materials/M_Obstacle_2.uasset
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Content/Materials/M_Obstacle_3.uasset
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Content/Materials/M_WaveForm.uasset
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Content/Materials/M_bomb.uasset
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Content/Materials/M_bomb_2.uasset
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Content/Materials/M_bomb_ghost.uasset
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Content/Materials/M_cursor_line.uasset
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Content/Materials/M_edit_plane.uasset
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Content/Materials/M_edit_plane.uasset
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Content/Materials/M_events_cursor.uasset
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Content/Materials/M_events_cursor.uasset
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Content/Materials/M_events_plane.uasset
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Content/Materials/M_events_plane.uasset
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Content/Materials/M_events_plane_2.uasset
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Content/Materials/M_events_plane_2.uasset
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Content/Materials/M_ghost_note.uasset
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Content/Materials/M_ghost_note_alt.uasset
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Content/Materials/M_glow.uasset
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Content/Materials/M_line.uasset
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Reference in New Issue
Block a user