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Cog Sample: Adding more gameplay
Cog Sample: Make Area a component instead of an actor Cog Sample: Add Basic actor for Projectiles, Areas, etc... Cog Sample: Start to add Projectile Cog Sample: Start to add SpawnPrediction
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@@ -105,10 +105,17 @@ ManualIPAddress=
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+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
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+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
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+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="CogSampleProfile",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Sample cog profile")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="CogSampleChannel")
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+EditProfiles=(Name="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore)))
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+EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="Camera",Response=ECR_Ignore)))
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+Profiles=(Name="ProjectileCollision",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Projectile",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Needs description")
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+Profiles=(Name="ProjectileAssistance",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Projectile",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Needs description")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Projectile")
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+EditProfiles=(Name="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore)))
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+EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap)))
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+EditProfiles=(Name="BlockAll",CustomResponses=((Channel="Projectile")))
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+EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="Projectile",Response=ECR_Overlap)))
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+EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="Projectile")))
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+EditProfiles=(Name="OverlapAllDynamic",CustomResponses=((Channel="Projectile",Response=ECR_Overlap)))
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+EditProfiles=(Name="IgnoreOnlyPawn",CustomResponses=((Channel="Projectile")))
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+EditProfiles=(Name="OverlapOnlyPawn",CustomResponses=((Channel="Projectile")))
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-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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