I'm afraid I've altered mine beyond repair, does anyone have a default, unedited one? (This specific ini is stored within the directory so it can't simply be restored by deletion)
delete the file, and verify game cache in steam it will redownload the file. Then you can copy and paste the default file somewhere else as a backup and start editing the other file.
The laptop I installed the game on. Its wlan and lan adapters were fried in an NSA sanctioned Laser Demolition Extravaganza. Proposed method of recovery above, does not compute. ver:
BaseEngine.ini would be in the .\Engine folder and I don't think there's any advantage to editing that over UserEngine.ini but I could be wrong. Still. Spoiler Protocol=unreal Name=Player Map...tterModulatedShadows=FALSE ... [/spoiler]
And here's part 2 since posting the entire thing in one segment went over the char limit of 4000 or so, just remove the "..." on the last line of the previous post's spoiler and paste this into it to get a complete file. Spoiler [SystemSettingsMobileTextureBias] BasedOn=SystemSettingsMobile ;Bias Texture settings by 1 LOD TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point) TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3) TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) ; Settings for iPhone 3GS only [SystemSettingsIPhone3GS] BasedOn=SystemSettingsMobileTextureBias MobileEnableMSAA=True ; Settings for iPhone 4 only [SystemSettingsIPhone4] BasedOn=SystemSettingsMobile MobileContentScaleFactor=2.0 ; Settings for iPod Touch 4 only [SystemSettingsIPodTouch4] BasedOn=SystemSettingsMobileTextureBias MobileContentScaleFactor=2.0 ; Settings for iPad only [SystemSettingsIPad] BasedOn=SystemSettingsMobileTextureBias ;Force iPad to turn off select features that are too expensive for ipad (fog, bump, environment mapping, rim lighting, spec, texture blending) MobileFeatureLevel=1 MobileFog=False MobileSpecular=False MobileBumpOffset=False MobileNormalMapping=False MobileEnvMapping=False MobileRimLighting=False ; Scale down on iPad ; Saves noticable frame time and smooths out aliasing somewhat due to filtering in the upsample MobileContentScaleFactor=0.9375 [Engine.PhysicsLODVerticalEmitter] ParticlePercentage=100 [Engine.OnlineSubsystem] NamedInterfaceDefs=(InterfaceName="RecentPlayersList",InterfaceClassName="Engine.OnlineRecentPlayersList") AsyncMinCompletionTime=0.0 [Engine.OnlineRecentPlayersList] MaxRecentPlayers=100 MaxRecentParties=5 [VoIP] VolumeThreshold=0.2 bHasVoiceEnabled=true [FullScreenMovie] bForceNoMovies=FALSE [IPDrv.WebConnection] MaxValueLength=512 MaxLineLength=4096 [IPDrv.WebServer] ApplicationPaths[0]=/ServerAdmin ApplicationPaths[1]=/images ;;Applications[0]=UWeb.HelloWeb ;;ApplicationPaths[0]=/Hello ListenPort=80 MaxConnections=18 ExpirationSeconds=86400 bEnabled=false [IPDrv.WebResponse] IncludePath=/Web CharSet=iso-8859-1 [TextureTracking] #TextureName=T_GD_Traffic_Crosswalk_01 [AnimNotify] Trail_MaxSampleRate=200.0 [Engine.UIDataStore_OnlinePlayerData] PartyChatProviderClassName=Engine.UIDataProvider_OnlinePartyChatList [Engine.LocalPlayer] AspectRatioAxisConstraint=AspectRatio_MaintainYFOV [MobileSupport] bShouldCachePVRTCTextures=False bShouldFlattenMaterials=False FlattenedTextureResolutionBias=1 UDKRemotePort=41765 UDKRemotePortPIE=41766 [Engine.GameViewportClient] bDebugNoGFxUI=FALSE bUseHardwareCursorWhenWindowed=TRUE # this probably needs be a lot more complicated and be similiar to the summary gather we do in MemLeakCheck [ContentComparisonReferenceTypes] +Class=AnimSet +Class=SkeletalMesh +Class=SoundCue +Class=StaticMesh +Class=ParticleSystem +Class=Texture2D ; NVCHANGE_BEGIN : HL - Apex Destructible Damage Parameters [Engine.ApexDestructibleActor] DamageParamsObjectName=BmDamageMap ; NVCHANGE_BEGIN : HL - Apex Destructible Damage Parameters
I edited the BaseEngine.ini before I realized that it was my only backup option if I messed up the UserEngine.ini You have served your lord well. ver: