Add stuf
@ -10,3 +10,60 @@ AppliedDefaultGraphicsPerformance=Maximum
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[/Script/EngineSettings.GameMapsSettings]
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GlobalDefaultGameMode=/Game/GameModeBase_BP.GameModeBase_BP_C
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[/Script/Engine.CollisionProfile]
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-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
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-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
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-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
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-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
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-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
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-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
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-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
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||||
-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
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||||
-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
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+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")
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||||
+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.")
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+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
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+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
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+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
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+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
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+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
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+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
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+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
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||||
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
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+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")
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+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
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+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
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+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Character")
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-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
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-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
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+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
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+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
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-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
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-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
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-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
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-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
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+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
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+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
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+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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@ -1,5 +1,18 @@
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[/Script/Engine.InputSettings]
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-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
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-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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@ -64,12 +77,6 @@
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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bAltEnterTogglesFullscreen=True
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bF11TogglesFullscreen=True
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bUseMouseForTouch=False
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@ -84,11 +91,15 @@ DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
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DefaultViewportMouseLockMode=LockOnCapture
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FOVScale=0.011110
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DoubleClickTime=0.200000
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+ActionMappings=(ActionName="Shoot",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
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+ActionMappings=(ActionName="Shoot",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightTrigger)
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+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W)
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+AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S)
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+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D)
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+AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A)
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+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Gamepad_LeftY)
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||||
+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Gamepad_LeftX)
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DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
|
||||
-ConsoleKeys=Tilde
|
||||
+ConsoleKeys=Tilde
|
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|
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|
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|
BIN
Content/PresidentMaterial.uasset
Executable file
BIN
Content/TempBullet.uasset
Executable file
BIN
Content/TempExplosion.uasset
Executable file
BIN
Content/sA_Megapack_v1/Levels/LVL_Attackpack.umap
Executable file
BIN
Content/sA_Megapack_v1/Levels/LVL_Attackpack_BuiltData.uasset
Executable file
BIN
Content/sA_Megapack_v1/Levels/LVL_IceSkillSet.umap
Executable file
BIN
Content/sA_Megapack_v1/Levels/LVL_IceSkillSet_BuiltData.uasset
Executable file
BIN
Content/sA_Megapack_v1/Levels/LVL_Pickups.umap
Executable file
BIN
Content/sA_Megapack_v1/Levels/LVL_Pickups_BuiltData.uasset
Executable file
BIN
Content/sA_Megapack_v1/Levels/LVL_Projectilevfx.umap
Executable file
BIN
Content/sA_Megapack_v1/Levels/LVL_Projectilevfx_BuiltData.uasset
Executable file
BIN
Content/sA_Megapack_v1/Levels/LVL_RayFx.umap
Executable file
BIN
Content/sA_Megapack_v1/Levels/LVL_RayFx_BuiltData.uasset
Executable file
BIN
Content/sA_Megapack_v1/Levels/LVL_ShootingVfx.umap
Executable file
BIN
Content/sA_Megapack_v1/Levels/LVL_ShootingVfx_BuiltData.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Blueprints/BP_RAY_Spawner.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraEmitters/NE_CoinBurst.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraEmitters/NE_Light.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraEmitters/NE_PickupCricle.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraEmitters/NE_SimpleBurst.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraEmitters/NE_SimpleSprite.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraEmitters/Ne_Aura.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_CoinBurst.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_CoinBurst2.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_Coin_Shower.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_Energy_1.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_Energy_2.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_Healing_1.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_Healing_2.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_Healing_3.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_Magic_1.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_Magic_2.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_Pickup_1.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_Pickup_2.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_Pickup_3.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_Pickup_4.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_Pickup_5.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_Shield.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_Shield_2.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Fx/NiagaraSystems/NS_Shield_3.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Materials/MI_Aura_1.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Materials/MI_Coin_1.uasset
Executable file
BIN
Content/sA_Megapack_v1/sA_PickupSet_1/Materials/MI_Fresnel.uasset
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/MI_Ground_Showscene.uasset
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/MI_Scroll_1.uasset
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/MI_Shield_1.uasset
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/M_AdditiveScrollNiagara.uasset
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/M_Ground.uasset
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/M_Master_Fresnel.uasset
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/M_Master_MetalFX.uasset
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/M_Master_RadialBeam.uasset
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/M_sA_Aura.uasset
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/Textures/Beam01.png
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/Textures/Noise00.png
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/Textures/Noise01.png
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/Textures/Noise02.png
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/Textures/Noise04.png
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/Textures/Noise06.png
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/Textures/Noise07.png
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/Textures/Noise08.png
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/Textures/Noise09.png
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/Textures/Noise10.png
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/Textures/Noise11.png
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Content/sA_Megapack_v1/sA_PickupSet_1/Materials/Textures/Noise12.png
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