├── Config ├── DefaultEditor.ini ├── DefaultGame.ini ├── DefaultEngine.ini └── DefaultInput.ini ├── .gitattributes ├── .ignore ├── Content ├── TestLevel.umap ├── TestLevel_HLOD0_Instancing.uasset ├── __ExternalActors__ │ └── TestLevel │ │ ├── 0 │ │ ├── 62 │ │ │ └── NZD8WC11S25NQ2D2YI87HJ.uasset │ │ ├── 4W │ │ │ └── KVY8MIT5LQFF3I505L5EAD.uasset │ │ ├── 7P │ │ │ └── FO5YKNCWPZQDYOO3Q2I1C2.uasset │ │ ├── 8J │ │ │ └── QB3LPYBP1U53F78DOKURGZ.uasset │ │ ├── AG │ │ │ └── 1SX5LH34NN7WSA4S30POQ3.uasset │ │ ├── B9 │ │ │ └── 7FKO69CTG8V9SJRJ2XMGWS.uasset │ │ ├── VV │ │ │ └── 6Y60XZ9VYA6OZNR3UE8OHY.uasset │ │ └── X1 │ │ │ └── V2VOPJQ8Z87HW4MAHA56O4.uasset │ │ ├── 1 │ │ ├── 18 │ │ │ └── I6GJ2FWOQGJ8YWBCFTIZDO.uasset │ │ ├── 05 │ │ │ └── RCM552Z2X9S4FSAZMYGIW2.uasset │ │ ├── 1Z │ │ │ └── 9X9Q7CO0ZENLZDNWU9ANRF.uasset │ │ ├── 7A │ │ │ └── 6XTNC6K6N60ASIRPST9TXL.uasset │ │ ├── AO │ │ │ └── 8BNTBG7BVWMNJHLLW5V85F.uasset │ │ ├── FT │ │ │ └── HTOA4C6V8E92B9VY1EQ051.uasset │ │ ├── HB │ │ │ └── 9QBNJ5V7392YPBYBE9P7TS.uasset │ │ ├── KW │ │ │ └── DABNU7V9C712IUM9WREDLL.uasset │ │ ├── NE │ │ │ └── 60AXFWT7AY1G8OW498A0NQ.uasset │ │ ├── OG │ │ │ └── L8O8Y55BHH81A6KWCW7QWI.uasset │ │ ├── PQ │ │ │ └── CMWYL90CUE1DWCU1PM4VYU.uasset │ │ ├── QC │ │ │ └── HKSIUWEX2BAVG4KIYMXZQ2.uasset │ │ ├── RP │ │ │ └── VFUECCJV00GEHIOKC0BHRA.uasset │ │ ├── SN │ │ │ └── ITRU9VA1L44HXM8R5R9QVG.uasset │ │ ├── VN │ │ │ └── X5CTR1PPUL6VOBIAUZU3CQ.uasset │ │ ├── X8 │ │ │ └── 2HB5NJS9KABOK0SFDM3QEX.uasset │ │ ├── Y3 │ │ │ └── TWOFFRRVY9VSMSTV5UG1G1.uasset │ │ └── ZX │ │ │ └── ZKMOWVBPICZFJ2S8M061VF.uasset │ │ ├── 2 │ │ ├── 5N │ │ │ └── JXXSFIWDOOD07TJ8E1EHF1.uasset │ │ └── N0 │ │ │ └── HXMEMYF4G2CZL2V90S2FX5.uasset │ │ ├── 3 │ │ ├── 45 │ │ │ └── JAQ7L2EEGOPKY0ZXOR44M8.uasset │ │ ├── 8X │ │ │ └── VFOOBEI4AI1XX0FH87WQCL.uasset │ │ ├── 9O │ │ │ └── GCC6GAUS2IQ4IL16BYG4E3.uasset │ │ ├── CV │ │ │ └── PHYJUGHUHNSHE0LPKMD6KW.uasset │ │ ├── MX │ │ │ └── GVK9DFRBO24LPOKJPSUFVZ.uasset │ │ ├── NA │ │ │ └── Y4A4SJH8WLJ6YBP2H2257X.uasset │ │ ├── SI │ │ │ └── Z39O8X4ENU2QQZNQC9MDTC.uasset │ │ ├── SL │ │ │ └── BDTBF3HFY81MXSW2MEVGUP.uasset │ │ ├── UJ │ │ │ └── JHM13ID7U6YAYOERUKZ8QH.uasset │ │ └── V0 │ │ │ └── GTTXN0JUQ3SCLMAZFQ74PW.uasset │ │ ├── 4 │ │ ├── 78 │ │ │ └── JGB970PTWECN3JQP082PXT.uasset │ │ ├── 7W │ │ │ └── ALI4YIINPA7APEAC7GO0C0.uasset │ │ ├── TA │ │ │ └── UNHQEH4NJWN5DD3AQXJGMK.uasset │ │ ├── W3 │ │ │ └── LJYH7MJO7L8IQNU42LTS8N.uasset │ │ ├── Z9 │ │ │ └── EBJU2KVMRUNK4UDB9GB9BR.uasset │ │ └── ZA │ │ │ └── 3AOQQ4ARIK1LVMPHX1BD8F.uasset │ │ ├── 5 │ │ ├── 3F │ │ │ └── JDNAGE0I5VOCRA39RY0V8C.uasset │ │ ├── 7T │ │ │ └── MLSTQ7FG45STH3IGOPWBUL.uasset │ │ ├── ID │ │ │ └── 16F5BIUBV2V2CCHRDIRYSB.uasset │ │ └── OI │ │ │ └── OEKBEUSX54SAN6U711LGOZ.uasset │ │ ├── 6 │ │ ├── 56 │ │ │ └── CU8607DRIZDRL3721P75JT.uasset │ │ ├── 02 │ │ │ └── YD2D72PL1NQR5AVVN0A6T1.uasset │ │ ├── AA │ │ │ └── ZN71SX57YVNMBLC4U42TQK.uasset │ │ ├── C2 │ │ │ └── EIJBPFIKPO1FSHAENCRN2X.uasset │ │ ├── D9 │ │ │ └── EYN5A6LVGPIUA5AETH8KBC.uasset │ │ ├── F2 │ │ │ └── WD24BHM7BP69X6DTO0Q6N4.uasset │ │ ├── RS │ │ │ └── KW559SDPKTXA5GB82HX6EF.uasset │ │ ├── VO │ │ │ └── S9Y50YI032L4W4ZO3IET9L.uasset │ │ ├── Z2 │ │ │ └── WZM6J4LLPWMRTY54TCCB2G.uasset │ │ └── ZD │ │ │ └── FNWCTJEHDIASLCBHKFBVNH.uasset │ │ ├── 7 │ │ ├── 9O │ │ │ └── SIVZ920766JAL9EJ35KICB.uasset │ │ ├── DI │ │ │ └── 0XZPDVKHYS291KFB0NRPQX.uasset │ │ ├── EO │ │ │ └── 8BHYJKKJ7FCZG69JFC3OIE.uasset │ │ ├── IT │ │ │ └── PVC4UR1GSXA2WYUZQ10RGQ.uasset │ │ ├── N0 │ │ │ └── CQP9GRV3Y7SX86I8J489GT.uasset │ │ ├── NP │ │ │ └── TFSUW2GH9KLTVQR4KYFGL9.uasset │ │ ├── UW │ │ │ └── V7O7S2CPNM2Y4E2PCQ6HM0.uasset │ │ └── YJ │ │ │ └── GHU8R9O1BNXL96VD22EONT.uasset │ │ ├── 8 │ │ ├── 18 │ │ │ └── 7BYMR5FG4AK0AN0Q277EDR.uasset │ │ ├── 5X │ │ │ └── R97DT7DLMXS5FXW8HF1G6J.uasset │ │ ├── 7T │ │ │ ├── 2DXGKDNGQ8FKW1PG2WTROB.uasset │ │ │ └── 5GDZQUMRKT0UX00I1Z9HTN.uasset │ │ ├── 9P │ │ │ └── GD27R35XAEXG8X6UPLPM26.uasset │ │ ├── C7 │ │ │ └── G87GXJ9QBQGTW5OS9QJDCF.uasset │ │ ├── DX │ │ │ └── ZQ8SST11X5NF91JUSLE5PT.uasset │ │ ├── KQ │ │ │ └── TP5BH1TLR3C2ENYBDRYVMW.uasset │ │ ├── QS │ │ │ └── ZHUEVA88TVMDGCQ3N25J70.uasset │ │ ├── UT │ │ │ └── C1NXFT3445IHQFSW27W70Q.uasset │ │ └── V6 │ │ │ └── ANO22XJTZLMHG5P4TARUA2.uasset │ │ ├── 9 │ │ ├── 82 │ │ │ └── VJID8KUAH6GS6ZKKDJ8WMG.uasset │ │ ├── E5 │ │ │ └── 2B5N556SB0BJRCBR3Y2RMT.uasset │ │ ├── FR │ │ │ └── LF1F7SF4D7DUE98OUEII1C.uasset │ │ ├── GU │ │ │ └── Y5BB1CUEM17Y8WR5RJK87Q.uasset │ │ ├── KT │ │ │ └── 4XOP2C53347J9DOBRCHI8T.uasset │ │ ├── NO │ │ │ └── F5TY9BFET5CTP3FLZ8TWNQ.uasset │ │ ├── OV │ │ │ └── 0L3W5T8IHFLM6HU58KKAQU.uasset │ │ ├── S3 │ │ │ └── 1X1458TOL3DE211JNI4J7Q.uasset │ │ ├── UD │ │ │ └── QS56GPQM2O7LUV9UBT0U95.uasset │ │ ├── UW │ │ │ └── AK5VGRT7G29B89LWZSCXNV.uasset │ │ └── VP │ │ │ └── 3HDJ4DARJXUN6LQ716Q7Y7.uasset │ │ ├── A │ │ ├── 0E │ │ │ └── DYBWDNJQQY6XDV9T7BS9PR.uasset │ │ ├── 2R │ │ │ └── 7JDHWJJCBN9WJGW25FRQIY.uasset │ │ ├── 4W │ │ │ └── 70178Q9KBJY6MRQP3XA625.uasset │ │ ├── AF │ │ │ └── 49B3S0G7LBY9E10K5ETNG3.uasset │ │ ├── DI │ │ │ └── RMPMO9OXGIRCHTRWBCH98D.uasset │ │ ├── EC │ │ │ └── ZP6H7QOKB3YGMRG1K8JIH1.uasset │ │ ├── II │ │ │ └── EAPHRG2ZAA07Z3XADIC9B4.uasset │ │ ├── JO │ │ │ └── ICE0IEPD2XF7YJ7QSPSMS9.uasset │ │ ├── KO │ │ │ └── MB2SL64WYLS2Q4U6FRANOX.uasset │ │ ├── LK │ │ │ └── L6Y7T7KA2Z75KPTJG7YAVU.uasset │ │ └── RU │ │ │ └── KP3HZMYZJS9NOTW6E174BX.uasset │ │ ├── B │ │ ├── 6C │ │ │ └── MT6ESU0IUY4TWKZTIMNW6S.uasset │ │ ├── AM │ │ │ └── SQQBD0BMD4PNPD5WSFUJT1.uasset │ │ ├── CA │ │ │ └── T566HK2FVKNADZGP7X8Y6X.uasset │ │ ├── EH │ │ │ └── YZIK3SOZ6WFQXSMH15E6Z6.uasset │ │ ├── GL │ │ │ └── JIK09WGT6KG208T6X3KV9R.uasset │ │ ├── K7 │ │ │ └── QMKFMC91I7LDOF9TDZO358.uasset │ │ ├── OC │ │ │ └── FPYJ2GPGS01P5QR7OCOI35.uasset │ │ ├── P3 │ │ │ └── M6VGE5XFL6KD6FTERF5YVU.uasset │ │ └── P9 │ │ │ └── M0AB4YJ5PZBLS487BAE5TO.uasset │ │ ├── C │ │ ├── 18 │ │ │ └── EVTI4W1DD7OE33DMJY7X6X.uasset │ │ ├── 4W │ │ │ └── UWI92CZEI6Z9D8HSY92TMV.uasset │ │ ├── 7M │ │ │ └── JHBUJX9I2W97O6QMM8TS5L.uasset │ │ ├── 9G │ │ │ └── 5ZRQXEVJ1P3XE1NK1LXIZT.uasset │ │ ├── AE │ │ │ └── 007WKJQ0PMCTS37G9LTDQA.uasset │ │ ├── BR │ │ │ └── WJEKYJQWFIRDNHJENAFJ4E.uasset │ │ ├── DH │ │ │ └── PAZG36C6R54DUP1CGCUMVC.uasset │ │ ├── FL │ │ │ └── 3OHEB34NCTNIM0E7KNSKJ3.uasset │ │ └── HJ │ │ │ └── FL7KHFVILY3IPQFB02GCU3.uasset │ │ ├── D │ │ ├── 3M │ │ │ └── TDQMXT99NK4ML5BNC44NW7.uasset │ │ ├── B1 │ │ │ └── TPBEHJSPVAJ8NBHLMKPKXX.uasset │ │ ├── C2 │ │ │ └── 7AK1G9DMJC7P4D8VGDMVLS.uasset │ │ ├── DD │ │ │ └── WIWRAPURKJZ33EJGH20IVM.uasset │ │ ├── JG │ │ │ └── 2EIEPHUXM80DR018ENM3GF.uasset │ │ ├── KN │ │ │ └── 9R9P0RDFT42JHZ7D5NAFN0.uasset │ │ ├── LC │ │ │ └── P1C7IDNV135T9APVJZDE2B.uasset │ │ ├── VU │ │ │ └── TG077VXWFGCS3WSZDUFDI3.uasset │ │ ├── WJ │ │ │ └── QPVZ51JJ6UD1CMID1YXDG1.uasset │ │ ├── X4 │ │ │ └── 866V3PKC8NQGWVFC8HL98M.uasset │ │ └── ZO │ │ │ └── D6KH4NSFFTH42BILVC3I65.uasset │ │ ├── E │ │ ├── 73 │ │ │ └── CYGWGY33NPHZTWZ61AJFIX.uasset │ │ ├── 4E │ │ │ └── 4OHZ0C35XEIJLWB1IYBD43.uasset │ │ ├── 8P │ │ │ └── 0S7ZQ28W2FLMT04GMU30JF.uasset │ │ ├── 9U │ │ │ └── 4Z21RN52TIDA7I1SDA02Q8.uasset │ │ ├── HN │ │ │ └── M0ETZUXUVSJW2JU66CS90P.uasset │ │ ├── IC │ │ │ └── HPLVSKHGYFRK0OKIO3FKTM.uasset │ │ ├── LI │ │ │ └── AM0XXL6VOCQS6A46DRMWRF.uasset │ │ └── RV │ │ │ └── IK3YH9FXCO5MBLZAT4XLYW.uasset │ │ └── F │ │ ├── 0G │ │ └── GFI6J1WJW6GU8AZL6A4TTO.uasset │ │ ├── 0Z │ │ └── PW3S7FZAH6VYNV0KAT46G7.uasset │ │ ├── 2I │ │ └── R38TIY0LVNPI5SHXAEJV1B.uasset │ │ └── 3L │ │ └── 7AKA5ONPM2FJ59026X4TT5.uasset └── __ExternalObjects__ │ └── TestLevel │ ├── 7 │ └── IE │ │ └── 7GJMEG9VSCHPGHFJM648P6.uasset │ ├── 8 │ └── EC │ │ └── MQQBNZPPNBWZ3ETRE7HU8A.uasset │ ├── 9 │ └── X1 │ │ └── 2BXN05Z7AO5P8R9QY0OJVD.uasset │ ├── A │ └── ZO │ │ └── 4WVR7E8KX2WIM7AJ3S7A70.uasset │ ├── C │ └── EG │ │ └── XGQKI8TLOYSQO69G2FA9PE.uasset │ └── E │ └── 8L │ └── 3BHHXYUBR5XYPEWAZEUFDW.uasset ├── Source ├── MyProject │ ├── MyProject.h │ ├── MyProject.cpp │ ├── MyProject.Build.cs │ ├── Multi_Threading.h │ └── Multi_Threading.cpp ├── MyProject.Target.cs └── MyProjectEditor.Target.cs ├── .gitignore ├── MyProject.uproject └── README.md /Config/DefaultEditor.ini: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.ignore: -------------------------------------------------------------------------------- 1 | /Saved 2 | /Content 3 | /DerivedDataCache 4 | /.git 5 | /.vscode 6 | /Intermediate 7 | -------------------------------------------------------------------------------- /Content/TestLevel.umap: 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-------------------------------------------------------------------------------- /Source/MyProject/MyProject.cpp: -------------------------------------------------------------------------------- 1 | // Copyright Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "MyProject.h" 4 | #include "Modules/ModuleManager.h" 5 | 6 | IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, MyProject, "MyProject" ); 7 | -------------------------------------------------------------------------------- /Source/MyProject.Target.cs: -------------------------------------------------------------------------------- 1 | // Copyright Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | using System.Collections.Generic; 5 | 6 | public class MyProjectTarget : TargetRules 7 | { 8 | public MyProjectTarget(TargetInfo Target) : base(Target) 9 | { 10 | Type = TargetType.Game; 11 | DefaultBuildSettings = BuildSettingsVersion.V5; 12 | IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_6; 13 | ExtraModuleNames.Add("MyProject"); 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Source/MyProjectEditor.Target.cs: -------------------------------------------------------------------------------- 1 | // Copyright Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | using System.Collections.Generic; 5 | 6 | public class MyProjectEditorTarget : TargetRules 7 | { 8 | public MyProjectEditorTarget( TargetInfo Target) : base(Target) 9 | { 10 | Type = TargetType.Editor; 11 | DefaultBuildSettings = BuildSettingsVersion.V5; 12 | IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_6; 13 | ExtraModuleNames.Add("MyProject"); 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Source/MyProject/MyProject.Build.cs: -------------------------------------------------------------------------------- 1 | using UnrealBuildTool; 2 | using System.IO; 3 | 4 | public class MyProject : ModuleRules 5 | { 6 | public MyProject(ReadOnlyTargetRules Target) : base(Target) 7 | { 8 | PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; 9 | 10 | PublicDependencyModuleNames.AddRange(new string[] 11 | { 12 | "Core", 13 | "CoreUObject", 14 | "Engine", 15 | "InputCore", 16 | "EnhancedInput" 17 | }); 18 | 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Source/MyProject/Multi_Threading.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/Actor.h" 7 | #include "Multi_Threading.generated.h" 8 | 9 | 10 | 11 | 12 | 13 | 14 | UCLASS() 15 | class MYPROJECT_API AMulti_Threading : public AActor 16 | { 17 | GENERATED_BODY() 18 | 19 | private: 20 | 21 | 22 | public: 23 | // Sets default values for this actor's properties 24 | AMulti_Threading(); 25 | 26 | protected: 27 | // Called when the game starts or when spawned 28 | virtual void BeginPlay() override; 29 | 30 | 31 | 32 | 33 | void DoBackgroundWork(); 34 | 35 | public: 36 | // Called every frame 37 | virtual void Tick(float DeltaTime) override; 38 | 39 | }; 40 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Compiled Object files 2 | *.slo 3 | *.lo 4 | *.o 5 | *.obj 6 | 7 | # Precompiled Headers 8 | *.gch 9 | *.pch 10 | 11 | # Compiled Dynamic libraries 12 | *.so 13 | *.dylib 14 | *.dll 15 | 16 | # Fortran module files 17 | *.mod 18 | 19 | # Compiled Static libraries 20 | *.lai 21 | *.la 22 | *.a 23 | 24 | # Executables 25 | *.exe 26 | *.out 27 | *.app 28 | *.ipa 29 | 30 | # these project files can be generated by the engine 31 | *.xcodeproj 32 | *.sln 33 | *.suo 34 | *.opensdf 35 | *.sdf 36 | *.sln 37 | *.abc 38 | 39 | # Precompiled Assets 40 | SourceArt/**/*.png 41 | SourceArt/**/*.tga 42 | 43 | # Binary Files 44 | Binaries/* 45 | 46 | # Builds 47 | Build/* 48 | 49 | #Vscode commands 50 | 51 | .vscode/ 52 | 53 | # Configuration files generated by the Editor 54 | Saved/* 55 | 56 | # Compiled source files for the engine to use 57 | Intermediate/* 58 | 59 | # Cache files for the editor to use 60 | DerivedDataCache/* 61 | 62 | # Mac Artifacts 63 | .DS_Store 64 | 65 | # Vim Artifacts 66 | *.swp 67 | *.swo 68 | .ctrlp_cache/ 69 | 70 | # Visual Studio 71 | .vs/* 72 | *.VC.opendb 73 | *.VC.db 74 | 75 | # Local Plugins 76 | **/Plugins/**/Intermediate/* 77 | **/Plugins/**/Binaries/* 78 | **/Plugins/**/Saved/* 79 | 80 | # Temp Files 81 | Config/DefaultEditorPerProjectUserSettings.ini 82 | 83 | 84 | # Vscode Workspace 85 | 86 | *.code-workspace 87 | 88 | Plugins/DarkerNodes/* 89 | -------------------------------------------------------------------------------- /MyProject.uproject: -------------------------------------------------------------------------------- 1 | { 2 | "FileVersion": 3, 3 | "EngineAssociation": "5.6", 4 | "Category": "", 5 | "Description": "", 6 | "Modules": [ 7 | { 8 | "Name": "MyProject", 9 | "Type": "Runtime", 10 | "LoadingPhase": "Default", 11 | "AdditionalDependencies": [ 12 | "Engine" 13 | ] 14 | } 15 | ], 16 | "Plugins": [ 17 | { 18 | "Name": "ModelingToolsEditorMode", 19 | "Enabled": true, 20 | "TargetAllowList": [ 21 | "Editor" 22 | ] 23 | }, 24 | { 25 | "Name": "N10XSourceCodeAccess", 26 | "Enabled": false 27 | }, 28 | { 29 | "Name": "ChaosCloth", 30 | "Enabled": false 31 | }, 32 | { 33 | "Name": "ChaosUserDataPT", 34 | "Enabled": false 35 | }, 36 | { 37 | "Name": "ChaosEditor", 38 | "Enabled": false 39 | }, 40 | { 41 | "Name": "Bridge", 42 | "Enabled": false 43 | }, 44 | { 45 | "Name": "Dataflow", 46 | "Enabled": false 47 | }, 48 | { 49 | "Name": "MetaHumanSDK", 50 | "Enabled": false 51 | }, 52 | { 53 | "Name": "ChaosVD", 54 | "Enabled": false 55 | }, 56 | { 57 | "Name": "ChaosNiagara", 58 | "Enabled": false 59 | }, 60 | { 61 | "Name": "ChaosSolverPlugin", 62 | "Enabled": false 63 | }, 64 | { 65 | "Name": "MobileFSR", 66 | "Enabled": true, 67 | "SupportedTargetPlatforms": [ 68 | "IOS", 69 | "Android" 70 | ] 71 | }, 72 | { 73 | "Name": "DarkerNodes", 74 | "Enabled": false, 75 | "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/4b3441f0228a40ec9ca986489a5bd682" 76 | } 77 | ] 78 | } -------------------------------------------------------------------------------- /Source/MyProject/Multi_Threading.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | 4 | #include "Multi_Threading.h" 5 | #include "Async/Async.h" 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | // Sets default values 14 | AMulti_Threading::AMulti_Threading() 15 | { 16 | // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. 17 | PrimaryActorTick.bCanEverTick = true; 18 | 19 | } 20 | 21 | // Called when the game starts or when spawned 22 | void AMulti_Threading::BeginPlay() 23 | { 24 | Super::BeginPlay(); 25 | 26 | DoBackgroundWork(); 27 | 28 | 29 | 30 | } 31 | 32 | // Called every frame 33 | void AMulti_Threading::Tick(float DeltaTime) 34 | { 35 | Super::Tick(DeltaTime); 36 | 37 | } 38 | 39 | void AMulti_Threading::DoBackgroundWork(){ 40 | Async(EAsyncExecution::Thread, []() 41 | { 42 | int32 ij = 0; 43 | for(size_t i=0 ; i< 100000000000000;++i) 44 | { 45 | for(size_t j=0 ; j< 100000000000000;++j) 46 | { 47 | ij++; 48 | 49 | if(ij > INT32_MAX) 50 | { 51 | ij = 0; 52 | } 53 | } 54 | 55 | 56 | } 57 | // Runs on a background thread// Simulate work 58 | UE_LOG(LogTemp, Warning, TEXT("Background work finished! %d"),ij); 59 | }); 60 | GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("100000000000000 iterations completed")); 61 | 62 | UE_LOG(LogTemp, Warning, TEXT("Main thread continues...")); 63 | } 64 | -------------------------------------------------------------------------------- /Config/DefaultGame.ini: -------------------------------------------------------------------------------- 1 | 2 | 3 | [/Script/CommonUI.CommonUISettings] 4 | CommonButtonAcceptKeyHandling=TriggerClick 5 | 6 | [/Script/EngineSettings.GeneralProjectSettings] 7 | ProjectID=C12D690D994C06F8BD174593BA12CF5D 8 | 9 | [/Script/UnrealEd.ProjectPackagingSettings] 10 | Build=IfProjectHasCode 11 | BuildConfiguration=PPBC_Shipping 12 | BuildTarget= 13 | FullRebuild=True 14 | ForDistribution=False 15 | IncludeDebugFiles=False 16 | BlueprintNativizationMethod=Disabled 17 | bIncludeNativizedAssetsInProjectGeneration=False 18 | bExcludeMonolithicEngineHeadersInNativizedCode=False 19 | UsePakFile=True 20 | bUseIoStore=True 21 | bUseZenStore=False 22 | bMakeBinaryConfig=False 23 | bGenerateChunks=False 24 | bGenerateNoChunks=False 25 | bChunkHardReferencesOnly=False 26 | bForceOneChunkPerFile=False 27 | MaxChunkSize=0 28 | bBuildHttpChunkInstallData=False 29 | HttpChunkInstallDataDirectory=(Path="") 30 | WriteBackMetadataToAssetRegistry=Disabled 31 | bWritePluginSizeSummaryJsons=False 32 | bCompressed=True 33 | PackageCompressionFormat=Oodle 34 | bForceUseProjectCompressionFormatIgnoreHardwareOverride=False 35 | PackageAdditionalCompressionOptions= 36 | PackageCompressionMethod=Kraken 37 | PackageCompressionLevel_DebugDevelopment=4 38 | PackageCompressionLevel_TestShipping=4 39 | PackageCompressionLevel_Distribution=7 40 | PackageCompressionMinBytesSaved=1024 41 | PackageCompressionMinPercentSaved=5 42 | bPackageCompressionEnableDDC=False 43 | PackageCompressionMinSizeToConsiderDDC=0 44 | HttpChunkInstallDataVersion= 45 | IncludePrerequisites=True 46 | IncludeAppLocalPrerequisites=False 47 | bShareMaterialShaderCode=True 48 | bDeterministicShaderCodeOrder=False 49 | bSharedMaterialNativeLibraries=True 50 | ApplocalPrerequisitesDirectory=(Path="") 51 | IncludeCrashReporter=False 52 | InternationalizationPreset=English 53 | -CulturesToStage=en 54 | +CulturesToStage=en 55 | LocalizationTargetCatchAllChunkId=0 56 | bCookAll=False 57 | bCookMapsOnly=False 58 | bTreatWarningsAsErrorsOnCook=False 59 | bSkipEditorContent=False 60 | bSkipMovies=False 61 | -IniKeyDenylist=KeyStorePassword 62 | -IniKeyDenylist=KeyPassword 63 | -IniKeyDenylist=DebugKeyStorePassword 64 | -IniKeyDenylist=DebugKeyPassword 65 | -IniKeyDenylist=rsa.privateexp 66 | -IniKeyDenylist=rsa.modulus 67 | -IniKeyDenylist=rsa.publicexp 68 | -IniKeyDenylist=aes.key 69 | -IniKeyDenylist=SigningPublicExponent 70 | -IniKeyDenylist=SigningModulus 71 | -IniKeyDenylist=SigningPrivateExponent 72 | -IniKeyDenylist=EncryptionKey 73 | -IniKeyDenylist=DevCenterUsername 74 | -IniKeyDenylist=DevCenterPassword 75 | -IniKeyDenylist=IOSTeamID 76 | -IniKeyDenylist=SigningCertificate 77 | -IniKeyDenylist=MobileProvision 78 | -IniKeyDenylist=AppStoreConnectKeyPath 79 | -IniKeyDenylist=AppStoreConnectIssuerID 80 | -IniKeyDenylist=AppStoreConnectKeyID 81 | -IniKeyDenylist=IniKeyDenylist 82 | -IniKeyDenylist=IniSectionDenylist 83 | +IniKeyDenylist=KeyStorePassword 84 | +IniKeyDenylist=KeyPassword 85 | +IniKeyDenylist=DebugKeyStorePassword 86 | +IniKeyDenylist=DebugKeyPassword 87 | +IniKeyDenylist=rsa.privateexp 88 | +IniKeyDenylist=rsa.modulus 89 | +IniKeyDenylist=rsa.publicexp 90 | +IniKeyDenylist=aes.key 91 | +IniKeyDenylist=SigningPublicExponent 92 | +IniKeyDenylist=SigningModulus 93 | +IniKeyDenylist=SigningPrivateExponent 94 | +IniKeyDenylist=EncryptionKey 95 | +IniKeyDenylist=DevCenterUsername 96 | +IniKeyDenylist=DevCenterPassword 97 | +IniKeyDenylist=IOSTeamID 98 | +IniKeyDenylist=SigningCertificate 99 | +IniKeyDenylist=MobileProvision 100 | +IniKeyDenylist=AppStoreConnectKeyPath 101 | +IniKeyDenylist=AppStoreConnectIssuerID 102 | +IniKeyDenylist=AppStoreConnectKeyID 103 | +IniKeyDenylist=IniKeyDenylist 104 | +IniKeyDenylist=IniSectionDenylist 105 | -IniSectionDenylist=HordeStorageServers 106 | -IniSectionDenylist=StorageServers 107 | -IniSectionDenylist=/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings 108 | +IniSectionDenylist=HordeStorageServers 109 | +IniSectionDenylist=StorageServers 110 | +IniSectionDenylist=/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings 111 | +DirectoriesToAlwaysCook=(Path="/NNEDenoiser") 112 | bRetainStagedDirectory=False 113 | CustomStageCopyHandler= 114 | 115 | -------------------------------------------------------------------------------- /Config/DefaultEngine.ini: -------------------------------------------------------------------------------- 1 | 2 | 3 | [/Script/EngineSettings.GameMapsSettings] 4 | GameDefaultMap=/Engine/Maps/Templates/OpenWorld 5 | 6 | [/Script/Engine.RendererSettings] 7 | r.Mobile.ShadingPath=0 8 | r.Mobile.AllowDeferredShadingOpenGL=False 9 | r.Mobile.SupportGPUScene=True 10 | r.Mobile.AntiAliasing=1 11 | r.Mobile.FloatPrecisionMode=0 12 | r.Mobile.AllowDitheredLODTransition=True 13 | r.Mobile.VirtualTextures=False 14 | r.MobileHDR=False 15 | r.Mobile.UseHWsRGBEncoding=False 16 | r.Mobile.ScreenSpaceReflections=False 17 | r.Mobile.AmbientOcclusion=False 18 | r.Mobile.DBuffer=False 19 | r.Mobile.EnableStaticAndCSMShadowReceivers=True 20 | r.Mobile.EnableMovableLightCSMShaderCulling=True 21 | r.Mobile.Forward.EnableLocalLights=1 22 | r.Mobile.Forward.EnableClusteredReflections=True 23 | r.Mobile.AllowDistanceFieldShadows=False 24 | r.Mobile.EnableMovableSpotlightsShadow=False 25 | 26 | 27 | r.AllowStaticLighting=True 28 | r.NormalMapsForStaticLighting=True 29 | r.GenerateMeshDistanceFields=False 30 | r.ForwardShading=True 31 | r.DiscardUnusedQuality=False 32 | r.AllowOcclusionQueries=True 33 | r.MinScreenRadiusForLights=0.030000 34 | r.MinScreenRadiusForDepthPrepass=0.030000 35 | r.TextureStreaming=True 36 | r.MeshStreaming=True 37 | 38 | 39 | r.Nanite.ProjectEnabled=False 40 | r.Lumen.Reflections=0 41 | r.Lumen.ScreenProbeGather=0 42 | r.Lumen.Reflections.HardwareRayTracing=0 43 | r.Lumen.TranslucencyReflections=0 44 | r.Lumen.HardwareRayTracing=False 45 | r.RayTracing=False 46 | r.RayTracing.Shadows=False 47 | r.RayTracing.UseTextureLod=False 48 | r.PathTracing=False 49 | r.VirtualTexturing=0 50 | r.VirtualTexturedLightmaps=0 51 | r.Substrate=False 52 | r.HeterogeneousVolumes=False 53 | r.Shadow.Virtual.Enable=0 54 | 55 | 56 | r.Shadow.CSM.MaxCascades=3 57 | r.ShadowQuality=3 58 | r.Shadow.MaxResolution=512 59 | r.Shadow.MinResolution=256 60 | r.Shadow.DistanceScale=1.0 61 | r.Shadow.RadiusThreshold=0.03 62 | r.SupportSkyAtmosphere=True 63 | r.SupportSkyAtmosphereAffectsHeightFog=True 64 | r.SupportExpFogMatchesVolumetricFog=False 65 | r.SupportLocalFogVolumes=True 66 | r.SupportCloudShadowOnForwardLitTranslucent=False 67 | r.VolumetricFog=False 68 | r.VolumetricFog.LightFunction=False 69 | 70 | r.DefaultFeature.Bloom=True 71 | r.DefaultFeature.AmbientOcclusion=True 72 | r.DefaultFeature.AmbientOcclusionStaticFraction=True 73 | r.DefaultFeature.AutoExposure=True 74 | r.DefaultFeature.MotionBlur=False 75 | r.DefaultFeature.LensFlare=True 76 | r.AntiAliasingMethod=2 77 | r.MSAACount=1 78 | r.SceneColorFringeQuality=1 79 | r.FilmGrain=1 80 | r.DepthOfFieldQuality=1 81 | r.EyeAdaptationQuality=1 82 | r.BloomQuality=0 83 | r.LensFlareQuality=0 84 | 85 | r.ScreenPercentage=85 86 | r.Streaming.PoolSize=1000 87 | r.ViewDistanceScale=1.0 88 | r.SkeletalMeshLODBias=0 89 | r.ParticleLODBias=0 90 | r.DetailMode=2 91 | r.MaxAnisotropy=8 92 | 93 | r.ClearCoatNormal=False 94 | r.Material.EnergyConservation=True 95 | r.Material.RoughDiffuse=True 96 | r.Material.DefaultAutoMaterialUsage=True 97 | r.ScreenPercentage.Default=75.000000 98 | r.Lumen.ScreenTracingSource=0 99 | r.Lumen.Reflections.HardwareRayTracing.Translucent.Refraction.EnableForProject=False 100 | r.VirtualTextures=False 101 | r.StencilForLODDither=True 102 | r.Shadow.UnbuiltPreviewInGame=False 103 | r.EarlyZPass=2 104 | r.EarlyZPassOnlyMaterialMasking=True 105 | r.Shadow.CSMCaching=True 106 | r.Velocity.EnableVertexDeformation=0 107 | bDefaultParticleCutouts=True 108 | fx.GPUSimulationTextureSizeX=32 109 | fx.GPUSimulationTextureSizeY=32 110 | r.GBufferFormat=0 111 | r.SupportDepthOnlyIndexBuffers=True 112 | r.SupportReversedIndexBuffers=True 113 | r.GPUSkin.Support16BitBoneIndex=True 114 | r.GPUSkin.Limit2BoneInfluences=True 115 | r.Deferred.UsesLightFunctionAtlas=False 116 | Compat.UseDXT5NormalMaps=True 117 | 118 | r.Mobile.FSR=2 119 | r.Mobile.FSR.Quality=3 120 | r.Mobile.DynamicResolution=True 121 | r.Mobile.ScreenPercentage=75 122 | r.ReflectionCaptureResolution=16 123 | r.TemporalAA.Upsampling=True 124 | r.Mobile.SupportsGen4TAA=False 125 | 126 | [/Script/WindowsTargetPlatform.WindowsTargetSettings] 127 | DefaultGraphicsRHI=DefaultGraphicsRHI_DX11 128 | D3D12TargetedShaderFormats=PCD3D_SM6 129 | D3D11TargetedShaderFormats=PCD3D_SM5 130 | Compiler=Default 131 | AudioSampleRate=48000 132 | AudioCallbackBufferFrameSize=1024 133 | AudioNumBuffersToEnqueue=1 134 | AudioMaxChannels=0 135 | AudioNumSourceWorkers=4 136 | SpatializationPlugin= 137 | SourceDataOverridePlugin= 138 | ReverbPlugin= 139 | OcclusionPlugin= 140 | CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) 141 | CacheSizeKB=65536 142 | MaxChunkSizeOverrideKB=0 143 | bResampleForDevice=False 144 | MaxSampleRate=48000.000000 145 | HighSampleRate=32000.000000 146 | MedSampleRate=24000.000000 147 | LowSampleRate=12000.000000 148 | MinSampleRate=8000.000000 149 | CompressionQualityModifier=1.000000 150 | AutoStreamingThreshold=0.000000 151 | SoundCueCookQualityIndex=-1 152 | 153 | [/Script/LinuxTargetPlatform.LinuxTargetSettings] 154 | TargetedRHIs=SF_VULKAN_SM6 155 | 156 | [/Script/HardwareTargeting.HardwareTargetingSettings] 157 | TargetedHardwareClass=Desktop 158 | AppliedTargetedHardwareClass=Desktop 159 | DefaultGraphicsPerformance=Scalable 160 | AppliedDefaultGraphicsPerformance=Scalable 161 | 162 | [/Script/WorldPartitionEditor.WorldPartitionEditorSettings] 163 | CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet' 164 | 165 | [/Script/Engine.UserInterfaceSettings] 166 | bAuthorizeAutomaticWidgetVariableCreation=False 167 | FontDPIPreset=Standard 168 | FontDPI=72 169 | 170 | [/Script/Engine.Engine] 171 | ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/MyProject") 172 | ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/MyProject") 173 | 174 | [/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] 175 | bEnablePlugin=True 176 | bAllowNetworkConnection=True 177 | SecurityToken=A30364B47F4F971A827583B942D0A510 178 | bIncludeInShipping=False 179 | bAllowExternalStartInShipping=False 180 | bCompileAFSProject=False 181 | bUseCompression=False 182 | bLogFiles=False 183 | bReportStats=False 184 | ConnectionType=USBOnly 185 | bUseManualIPAddress=False 186 | ManualIPAddress= 187 | 188 | [/Script/Engine.RendererSettings] 189 | r.Nanite.ProjectEnabled=False 190 | 191 | [/Script/Engine.GarbageCollectionSettings] 192 | gc.FlushStreamingOnGC=True 193 | 194 | [/Script/Landscape.LandscapeSettings] 195 | HLODMaxTextureSize=64 196 | 197 | [/Script/Engine.TextureEncodingProjectSettings] 198 | bSharedLinearTextureEncoding=True 199 | 200 | -------------------------------------------------------------------------------- /Config/DefaultInput.ini: -------------------------------------------------------------------------------- 1 | [/Script/Engine.InputSettings] 2 | -AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 3 | -AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 4 | -AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 5 | -AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 6 | -AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) 7 | -AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) 8 | -AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) 9 | +AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 10 | +AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 11 | +AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 12 | +AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 13 | +AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) 14 | +AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) 15 | +AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) 16 | +AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 17 | +AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 18 | +AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 19 | +AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 20 | +AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 21 | +AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 22 | +AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 23 | +AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 24 | +AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 25 | +AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 26 | +AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 27 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 28 | +AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 29 | +AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 30 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 31 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 32 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 33 | +AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 34 | +AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 35 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 36 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 37 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 38 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 39 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 40 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 41 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 42 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 43 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 44 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 45 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 46 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 47 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 48 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 49 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 50 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 51 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 52 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 53 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 54 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 55 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 56 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 57 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 58 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 59 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 60 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 61 | bAltEnterTogglesFullscreen=True 62 | bF11TogglesFullscreen=True 63 | bUseMouseForTouch=False 64 | bEnableMouseSmoothing=True 65 | bEnableFOVScaling=True 66 | bCaptureMouseOnLaunch=True 67 | bEnableLegacyInputScales=True 68 | bEnableMotionControls=True 69 | bFilterInputByPlatformUser=False 70 | bShouldFlushPressedKeysOnViewportFocusLost=True 71 | bAlwaysShowTouchInterface=False 72 | bShowConsoleOnFourFingerTap=True 73 | bEnableGestureRecognizer=False 74 | bUseAutocorrect=False 75 | DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown 76 | DefaultViewportMouseLockMode=LockOnCapture 77 | FOVScale=0.011110 78 | DoubleClickTime=0.200000 79 | DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput 80 | DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent 81 | DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks 82 | -ConsoleKeys=Tilde 83 | +ConsoleKeys=Tilde 84 | 85 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ## This Blank project template will disable every unnecessary options and this template is not recommended for Photorealism/Realistic graphics . If you want a PSX style game , stylised game , Low poly style ,2D action , platformer then this template is for you . 2 | 3 | ### Already made a project? Then just go to `Config/DefaultEngine.ini` of this current Github repo project 4 | 5 | 6 | `Copy [/Script/Engine.RendererSettings]` 7 | 8 | part till the next 9 | 10 | `[/Script/WindowsTargetPlatform.WindowsTargetSettings] ` 11 | 12 | and paste into your DefaultEngine.ini you are working into the project you are working on your local PC . 13 | 14 | 15 | *Don't copy paste entire file DefaultEngine.ini as it will cause problem/conflicts and Unreal might delete regenerate a new one automatically.* 16 | 17 | 18 | 19 | 20 | *If you want to collab then pull request or put a issue in Issues tab .* 21 | 22 | 23 | #### This template is made with a HELP of Experienced devs working at Epic Games for 12 years and above and it will be updated . 24 | 25 | #### This project works with Unreal 5.6.1 and tested on Mac Silicon (M4) .It also contains Multhreading code snippets. 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | # Unreal Optimization Guide and Practice (1080p / 60 FPS on GTX 970–1060) 34 | 35 | 36 | 37 | This guide is designed for developers targeting **1080p / 60 FPS** performance on **GTX 970/1060-class GPUs** using **Unreal Engine 4.27–5.x**. 38 | It compiles performance budgets, best practices, and proven optimization techniques for maintaining visual quality while keeping frame times stable. 39 | 40 | 41 | 42 | 43 | # Official AMD FS3 for Unreal Engine by AMD 44 | Use AMD FS3 provided by AMD but only works for **Windows** / **Vulkan** builds (DirectX 12/Vulkan) 45 | 46 | **DirectX 11 not supported except for AMD-FSR1** 47 | 48 | 49 | 50 | Image 51 | 52 | 53 | 54 | 55 | [Official FSR 3 plugin for Unreal Engine 5.6+ ](https://gpuopen.com/learn/ue-fsr3/) 56 | 57 | 58 | [Official FSR 4 plugin for Unreal Engine 5.6+ ](https://gpuopen.com/learn/ue-fsr4/)) 59 | 60 | 61 | 62 | **Checkout their Fab/Unreal MarketPlace** - [Fab/Unreal MarketPlace](https://www.fab.com/sellers/GPUOpen) 63 | 64 | ### **Note** - **FSR1** works for all the platforms 65 | 66 | 67 | Determine which FSR version your project can implement by checking the Unreal Engine version (supports 4.27, 5.1, and 5.6). 68 | ### FSR versions compatible with your project 69 | Listed Unreal Engine versions you listed,corresponding AMD FidelityFX Super Resolution (FSR) versions you can implement: 70 | 71 | ## Unreal Engine 5.1 and 5.6 72 | For these versions, you can use the latest plugin from AMD: 73 | 74 | ### FSR 4.0: 75 | 76 | As of August 2025, the AMD FSR 4 plugin supports Unreal Engine versions from 5.1 to 5.6. 77 | 78 | ### FSR 3.1.5 and 2.3.4: 79 | 80 | The FSR 4 plugin also contains FSR 3 and FSR 2, providing fallback support for these older versions. 81 | 82 | ## Unreal Engine 4.27 83 | 84 | For this older version of the engine, your options are more limited: 85 | 86 | ### FSR 1.0: 87 | 88 | The original FSR plugin is available for Unreal Engine 4.27 and later. 89 | 90 | ### FSR 2.2: 91 | 92 | An FSR 2.2 plugin was made available for versions 4.26.2 and 4.27.2. 93 | 94 | # ( OR ) 95 | 96 | 97 | # Use DirectX 11 instead of 12 on Windows platform 98 | ``` 99 | Edit → Project Settings → Platforms → Windows 100 | 101 | Scroll down to the section “Default RHI 102 | 103 | Change it to DirectX 11. 104 | 105 | Click Save, then restart the editor. 106 | ``` 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | --- 116 | 117 | ## Performance Budgets 118 | 119 | | Metric | Target | 120 | |--------|---------| 121 | | Frame Time | ≤ 16.6 ms (60 FPS) | 122 | | Draw Calls | < 3 000 | 123 | | Triangles | ≤ 12 Million | 124 | | Texture Resolution | Mostly ≤ 2K (4K for hero assets only) | 125 | 126 | --- 127 | 128 | ## Geometry & World 129 | 130 | - **Disable Nanite** for GTX-class GPUs. 131 | - Use **Hierarchical Instanced Static Meshes (HISMA)** or **Instanced Static Meshes (ISM)** for repeated assets. 132 | - Always **Generate LODs** (even with Nanite enabled). 133 | - Employ **custom lightweight HLODs** — Epic’s system can be memory-heavy. 134 | - Replace decals with **mesh cards** where possible. 135 | - Set **max draw distances** for small meshes and lights. 136 | - Use **simple collisions** only — disable collision and `Affect Nav Mesh` on decorative objects. 137 | - Use **World Partition** with **small cells** for efficient streaming. 138 | - Aggressively manage **LOD transitions** and use **instancing** to minimize draw calls. 139 | 140 | --- 141 | 142 | ## Lighting 143 | 144 | - Prefer **1 dynamic key light + baked fill lighting**. 145 | - Use a **static skylight** with **baked cubemaps** (no real-time reflection captures). 146 | - **Avoid Lumen** if possible — use baked lighting for static scenes. 147 | - Minimize **SDF and volumetric** effects. 148 | - **Disable shadows** on small objects; use **proxy shadow casters** for complex ones. 149 | - Use **capsule shadows** on skeletal meshes. 150 | - Replace **volumetric fog/clouds** with **fake light rays** (cards or shaders). 151 | - **Sphere Reflection Probes:** bake and reuse cubemaps. 152 | - A fully baked setup can ship with **zero dynamic lights**. 153 | 154 | --- 155 | 156 | ## Materials & Shading 157 | 158 | - Keep materials ≤ 6–8 texture samples. 159 | - **No tessellation.** 160 | - **Limit parallax and bump offsets** (texture-dependent). 161 | - Prefer **dithering** over transparency; fake glass with **cubemaps/shaders**. 162 | - Use **Anisotropic Relaxed Cone** instead of POM. 163 | - **Pack ORM** maps to reduce texture count. 164 | - Split **alpha channels** into separate textures when possible. 165 | - Derive **normal B channel** from RG to save space. 166 | - Assign all textures to **proper groups** for easy management. 167 | - Set **shading rate > 1×1** for VFX/skybox to reduce pixel cost. 168 | 169 | --- 170 | 171 | ## Memory Management 172 | 173 | - **Pack multiple masks** into one texture (slice maps). 174 | - **Avoid RGBA textures** when unused channels exist. 175 | - **Albedo/Normal** can be 2K, while **Spec/Masks/ORM** can be 1K. 176 | - Disable **“Generate Lightmap UVs”** on meshes using dynamic lighting. 177 | - Remove **extra UV channels** on all meshes. 178 | - Manage the **texture streaming pool** — increase or optimize it to avoid VRAM thrashing. 179 | 180 | --- 181 | 182 | ## Skeletal Meshes 183 | 184 | - **Reduce bone count** aggressively. 185 | - **Blendshapes only for cinematics.** 186 | - Replace destruction animations with **Vertex Animation Textures (VATs)**. 187 | - **Capsule shadows** instead of complex shadow casting. 188 | - Disable **per-frame tick** on non-critical Blueprints. 189 | 190 | --- 191 | 192 | ## Dynamics & VFX 193 | 194 | - **Chaos Physics/Destruction** is expensive — bake results where possible. 195 | - **Cloth:** avoid Chaos Cloth; use **dynamic bone chains** or pre-baked simulations. 196 | - Replace **projectile traces** with particles or ray approximations. 197 | - Bake **flipbooks** for fire, smoke, or liquids instead of dynamic sims. 198 | - **Niagara:** use LODs; disable particle lights at Medium and below. 199 | - Use **particle cutouts** to minimize overdraw. 200 | 201 | --- 202 | 203 | ## Post-Processing 204 | 205 | - **Bloom:** Low 206 | - **Chromatic Aberration:** Off 207 | - **Motion Blur:** ≤ 0.3 208 | - **SSR/SSAO:** Off or Low 209 | - **Fog:** Use simple exponential fog only 210 | - Prefer **fake DOF** or none 211 | 212 | --- 213 | 214 | ## Scalability & Quality Settings 215 | 216 | Default target: **Medium** 217 | 218 | | Setting | Recommendation | 219 | |----------|----------------| 220 | | Screen Percentage | ~85% | 221 | | Upscaler | TAAU or FSR 2 | 222 | | Shadows | ≤ 2 cascades, max 2048 res | 223 | | SSR | Disabled | 224 | | SSAO | Low/Off | 225 | | Volumetric Effects | Off | 226 | | Reflection Capture | Baked only | 227 | 228 | --- 229 | 230 | ### Shipping Low-Spec Toggle 231 | For ultra-low hardware fallback: 232 | 233 | ``` 234 | r.ScreenPercentage 80 235 | r.Fog 0 236 | r.AmbientOcclusionLevels 0 237 | r.Shadow.MaxResolution 1024 238 | ``` 239 | 240 | --- 241 | 242 | ## Profiling & Testing 243 | 244 | - Use **Stat Unit**, **Stat GPU**, **ProfileGPU**, and **Session Frontend** early in development. 245 | - Test builds on **real GTX 970/1060 hardware** — synthetic scaling isn’t reliable. 246 | - Monitor **VRAM usage** and **texture pool overflow warnings**. 247 | 248 | --- 249 | 250 | ## Engine Choice 251 | 252 | 💡 **Alternative:** Use **Unreal Engine 4.27** for lighter rendering and no Lumen overhead — ideal for GTX and midrange GPUs. 253 | 254 | --- 255 | 256 | ## Custom Scalability Tiers 257 | 258 | Define your own scalability tiers in `Scalability.ini` rather than relying on Epic’s defaults. 259 | Fine-tune toggles for post, shadows, and material complexity per-tier for consistent visual quality across low/mid hardware. 260 | 261 | --- 262 | 263 | ## Summary 264 | 265 | **Goal:** Stable 60 FPS @ 1080p on GTX 970/1060 266 | **Core Principles:** 267 | - Aggressive LODs & instancing 268 | - Static lighting & baked reflections 269 | - Optimized materials & texture packing 270 | - Minimal dynamic systems (physics, lights, particles) 271 | - Strong profiling discipline 272 | 273 | --- 274 | 275 | **Author Notes** 276 | > Many of these practices trace back to the Unreal 2–4 era — and still work wonders in UE5. 277 | > Don’t underestimate the power of disciplined LODs, instancing, and clean material setups. 278 | > You can ship a gorgeous UE5 game on GTX-class GPUs — if you’re smart about every millisecond. 279 | --------------------------------------------------------------------------------