[/Script/OnlineSubsystemUtils.IpNetDriver] MaxInternetClientRate=100000 MaxClientRate=100000 NetServerMaxTickRate=120 LanServerMaxTickRate=120 ConnectionTimeout=10.0 InitialConnectTimeout=20.0 [DDoSDetection] bDDoSDetection=True bDDoSAnalytics=True DDoSLogSpamLimit=64 HitchTimeQuotaMS=500 HitchFrameTolerance=3 [/Script/Engine.Engine] bAllowMatureLanguage=True bSmoothFrameRate=True bUseFixedFrameRate=False SmoothedFrameRateRange=(LowerBound=(Type=Inclusive,Value=30.000000),UpperBound=(Type=Exclusive,Value=120.000000)) ;NetClientTicksPerSecond=120 ;FixedFrameRate=999.000000 ;https://docs.unrealengine.com/en-US/API/Runtime/AIModule/Navigation/UCrowdManager/index.html ;;make AI into squad/group (Need testing) [/Script/AIModule.CrowdManager] bResolveCollisions=True ;;Radius to gather agents MaxAgentRadius=2000.0 ;;Max number of agents in a group MaxAgents=4 MaxAvoidedAgents=2 [OnlineSubsystemSteamNWI] bVACEnabled=1 [/Script/Insurgency.INSWorldSettings] bShowBreath=True bAlwaysNight=False bRandomLightingScenario=True [SystemSettings] ;If true, and if running on a Unix/Linux platform, multiple packets will be retrieved from the socket with one syscall, improving performance and also allowing retrieval of timestamp information. net.UseRecvMulti=1 ;When RecvMulti is enabled, this is the number of packets it is allocated to handle per call - bigger is better, but keep an eye on memory cost. net.RecvMultiCapacity=8192 ;Support for the IP net driver to optionally use a separate thread to receive packets.This is a useful optimization for platforms where the socket system calls can take a while. ;These, in theory, can reduce the CPU consumption of the servers net.IpNetDriverUseReceiveThread=1 ;IP connections to optionally make the socket send call on a background thread. It helps platforms where the socket send system calls can take a while ;These, in theory, can reduce the CPU consumption of the servers net.IpConnectionUseSendTasks=1 ;If net.IpNetDriverUseReceiveThread is true, the maximum number of packets that can be waiting in the queue. Additional packets received will be dropped. net.IpNetDriverReceiveThreadQueueMaxPackets=8192 ;Maximum allowed size for strings sent/received by the netcode (in bytes). net.MaxNetStringSize=67108864 ;Maximum number of RPCs allowed per net update net.MaxRPCPerNetUpdate=8 ;If true, ticks are dispatched in a task thread. tick.AllowAsyncTickDispatch=1 ;If true, ticks are cleaned up in a task thread. tick.AllowAsyncTickCleanup=1 ;End of frame updates now optionally can do the gamethread updates while we are doing parallel updates. ;The relevant cvars are AllowAsyncRenderThreadUpdates and AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates. AllowAsyncRenderThreadUpdates=1 AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1