A plain packaged launch (./GigLine.sh with no -map) opened /Engine/Maps/Templates/OpenWorld — an empty engine template with nothing to do, which presented as a 'stuck' window with no working mouse/keys. The GameDefaultMap setting lived in DefaultGame.ini and wasn't taking effect. Move GameMapsSettings (GameDefaultMap/EditorStartupMap/ServerDefaultMap/ TransitionMap = /Game/Hollywood/DemoMap) into DefaultEngine.ini alongside the GlobalDefaultGameMode, and drop the stale ReviewMap default from DefaultGame.ini. Verified: plain ./GigLine.sh now loads /Game/Hollywood/DemoMap, Enhanced Input initializes, Vulkan window opens.
37 lines
1.3 KiB
INI
37 lines
1.3 KiB
INI
[/Script/EngineSettings.GameMapsSettings]
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GlobalDefaultGameMode="/Script/GigLine.GigLineGameModeBase"
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; The runnable map is the walkable demo, so a plain launch opens it (not the
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; engine template nor the review staging scene).
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GameDefaultMap=/Game/Hollywood/DemoMap
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EditorStartupMap=/Game/Hollywood/DemoMap
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ServerDefaultMap=/Game/Hollywood/DemoMap
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TransitionMap=/Game/Hollywood/DemoMap
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[/Script/Engine.RendererSettings]
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; Dynamic-only lighting. With static lighting allowed, the stationary sun and
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; sky light demanded a baked lighting build and the editor warned
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; "LIGHTING NEEDS TO BE REBUILT" (Build Lighting Only / BuildLighting) on every
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; map. The demo is a fixed daytime scene lit entirely dynamically, so disable
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; static lighting outright — nothing to build, no warning.
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r.AllowStaticLighting=False
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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 intentionally empty: it is a credential, and the plugin is
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; disabled and excluded from shipping. Never commit a real token here.
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SecurityToken=
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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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