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			63b3ec0819
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			b7f7c52e58
		
	
		
@ -87,7 +87,7 @@ r.RayTracing.UseTextureLod=False
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r.PathTracing=True
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r.GenerateMeshDistanceFields=True
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r.DistanceFields.DefaultVoxelDensity=0.200000
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r.Nanite.ProjectEnabled=true
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r.Nanite.ProjectEnabled=False
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r.AllowStaticLighting=True
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r.NormalMapsForStaticLighting=True
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r.ForwardShading=False
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@ -180,9 +180,7 @@ bStreamSkeletalMeshLODs=(Default=False,PerPlatform=())
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bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=())
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VisualizeCalibrationColorMaterialPath=/Engine/EngineMaterials/PPM_DefaultCalibrationColor.PPM_DefaultCalibrationColor
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VisualizeCalibrationCustomMaterialPath=None
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VisualizeCalibrationGrayscaleMaterialPath=/Engine/EngineMaterials/PPM_DefaultCalibrationGrayscale.PPM_DefaultCalibrationGrayscaler
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r.Nanite.AllowTessellation=1
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r.Nanite.Tessellation=1
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VisualizeCalibrationGrayscaleMaterialPath=/Engine/EngineMaterials/PPM_DefaultCalibrationGrayscale.PPM_DefaultCalibrationGrayscale
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[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
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CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'
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							@ -35,10 +35,7 @@ void ALevelEndTriggerVolume::OnOverlapBegin(UPrimitiveComponent* OverlappedCompo
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		{
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			GetCollisionComponent()->OnComponentBeginOverlap.Clear();
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			if (!NextLevel.IsNull())
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			{
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				UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), NextLevel);
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			}			
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			gameInstance->GetCurrentLevelManager()->LoadNextLevel(NextLevel);
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			this->Destroy();
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		}
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