The portal detail shot failed for a modelling reason, not a camera reason: the doors were 0.1 m panels on a solid plinth, so they read as shading. The plinth is now four piers plus a lintel band, with a 1.2 m reveal, stone jambs and lintels standing 0.10 m proud and three mullions per opening. review-06 frames them from 8 m at eye height. Two defects fixed while doing it: the jamb boxes hung 0.15 m below the pavement, so the facade imported with min Z -15 cm; and a rebuild run against a read-only .blend silently skipped the save, which is why screenshots kept showing the old geometry.
24 lines
610 B
INI
24 lines
610 B
INI
[/Script/EngineSettings.GameMapsSettings]
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GlobalDefaultGameMode="/Script/GigLine.GigLineGameModeBase"
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[/Script/Engine.RendererSettings]
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; Leave defaults for 0.1.0; quality preset is documented at release time.
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[URL]
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GameName=GigLine
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=False
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bAllowNetworkConnection=False
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SecurityToken=01A1B5CDAFDE7AAEB5DFBB48880D25DE
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bIncludeInShipping=False
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bAllowExternalStartInShipping=False
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bCompileAFSProject=False
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bUseCompression=False
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bLogFiles=False
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bReportStats=False
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ConnectionType=USBOnly
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bUseManualIPAddress=False
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ManualIPAddress=
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