Files
gig-line/Game/GigLine/Config/DefaultEngine.ini
zwitschi 31f073d608 qa(diag): gate setup logs behind gigline.SetupLogs cvar (#14)
Merged PR #14: gate setup logs behind cvar

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 15:01:33 +01:00

42 lines
1.5 KiB
INI

[/Script/EngineSettings.GameMapsSettings]
GlobalDefaultGameMode="/Script/GigLine.GigLineGameModeBase"
; The runnable map is the walkable demo, so a plain launch opens it (not the
; engine template nor the review staging scene).
GameDefaultMap=/Game/Hollywood/DemoMap
EditorStartupMap=/Game/Hollywood/DemoMap
ServerDefaultMap=/Game/Hollywood/DemoMap
TransitionMap=/Game/Hollywood/DemoMap
[/Script/Engine.RendererSettings]
; Dynamic-only lighting. With static lighting allowed, the stationary sun and
; sky light demanded a baked lighting build and the editor warned
; "LIGHTING NEEDS TO BE REBUILT" (Build Lighting Only / BuildLighting) on every
; map. The demo is a fixed daytime scene lit entirely dynamically, so disable
; static lighting outright — nothing to build, no warning.
r.AllowStaticLighting=False
[ConsoleVariables]
; Dev diagnostics (spawn/input setup logs) are off by default in shipped builds.
; Re-enable at runtime: `gigline.SetupLogs 1`.
gigline.SetupLogs=0
[URL]
GameName=GigLine
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=False
bAllowNetworkConnection=False
; SecurityToken intentionally empty: it is a credential, and the plugin is
; disabled and excluded from shipping. Never commit a real token here.
SecurityToken=
bIncludeInShipping=False
bAllowExternalStartInShipping=False
bCompileAFSProject=False
bUseCompression=False
bLogFiles=False
bReportStats=False
ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=