Removed AssetProcessor Settings from the bootstrap.cfg file as they are
being shadowed by the <engine-root>/Engine/Registry/bootstrap.setreg file. Attempting to set those values in the bootstrap.cfg would only result in them being overridden when the bootstrap.setreg is merged into the settings registry
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@@ -1,84 +1,12 @@
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-- When you see an option that does not have a platform preceeding it, that is the default
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-- value for anything not specificly set per platform. So if remote_filesystem=0 and you have
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-- ios_remote_file_system=1 then remote filesystem will be off for all platforms except ios
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-- Any of the settings in this file can be prefixed with a platform name:
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-- android, ios, mac, linux, windows, etc...
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-- or left unprefixed, to set all platforms not specified. The rules apply in the order they're declared
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; This file is deprecated and is only use currently for setting the path when running O3DE in an engine-centric manner
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; By engine-centric, what is meant is using CMake to configure from the <engine-root> directory and passing in the LY_PROJECTS value
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project_path=AutomatedTesting
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-- remote_filesystem - enable Virtual File System (VFS)
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-- This feature allows a remote instance of the game to run off assets
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-- on the asset processor computers cache instead of deploying them the remote device
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-- By default it is off and can be overridden for any platform
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remote_filesystem=0
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provo_remote_filesystem=0
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android_remote_filesystem=0
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ios_remote_filesystem=0
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mac_remote_filesystem=0
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-- What type of assets are we going to load?
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-- We need to know this before we establish VFS because different platform assets
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-- are stored in different root folders in the cache. These correspond to the names
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-- In the asset processor config file. This value also controls what config file is read
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-- when you read system_xxxx_xxxx.cfg (for example, system_windows_pc.cfg or system_android_es3.cfg)
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-- by default, pc assets (in the 'pc' folder) are used, with RC being fed 'pc' as the platform
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-- by default on console we use the default assets=pc for better iteration times
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-- we should turn on console specific assets only when in release and/or testing assets and/or loading performance
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-- that way most people will not need to have 3 different caches taking up disk space
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assets = pc
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-- provo_assets = provo
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-- salem_assets = salem
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-- jasper_assets = jasper
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android_assets = es3
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ios_assets = ios
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mac_assets = osx_gl
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-- Add the IP address of your console to the allowed list that will connect to the asset processor here
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-- You can list addresses or CIDR's. CIDR's are helpful if you are using DHCP. A CIDR looks like an ip address with
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-- a /n on the end means how many bits are significant. 8bits.8bits.8bits.8bits = /32
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-- Example: 192.168.1.3
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-- Example: 192.168.1.3, 192.168.1.15
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-- Example: 192.168.1.0/24 will allow any address starting with 192.168.1.
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-- Example: 192.168.0.0/16 will allow any address starting with 192.168.
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-- Example: 192.168.0.0/8 will allow any address starting with 192.
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-- allowed_list =
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-- IP address and optionally port of the asset processor.
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-- Set your PC IP here: (and uncomment the next line)
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-- If you are running your asset processor on a windows machine you
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-- can find out your ip address by opening a cmd prompt and typing in ipconfig
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-- remote_ip = 127.0.0.1
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-- remote_port = 45643
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-- Which way do you want to connect the asset processor to the game: 1=game connects to AP "connect", 0=AP connects to game "listen"
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-- Note: android and IOS over USB port forwarding may need to listen instead of connect
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connect_to_remote=0
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windows_connect_to_remote=1
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provo_connect_to_remote=1
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salem_connect_to_remote=0
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jasper_connect_to_remote=0
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android_connect_to_remote=0
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ios_connect_to_remote=0
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mac_connect_to_remote=0
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-- Should we tell the game to wait and not proceed unless we have a connection to the AP or
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-- do we allow it to continue to try to connect in the background without waiting
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-- Note: Certain options REQUIRE that we do not proceed unless we have a connection, and will override this option to 1 when set
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-- Since remote_filesystem=1 requires a connection to proceed it will override our option to 1
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wait_for_connect=0
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provo_wait_for_connect=0
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salem_wait_for_connect=0
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jasper_wait_for_connect=0
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windows_wait_for_connect=1
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android_wait_for_connect=0
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ios_wait_for_connect=0
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mac_wait_for_connect=0
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-- How long applications should wait while attempting to connect to an already launched AP(in seconds)
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-- connect_ap_timeout=3
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-- How long application should wait when launching the AP and wait for the AP to connect back to it(in seconds)
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-- This time is dependent on Machine load as well as how long it takes for the new AP instance to initialize
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-- A debug AP takes longer to start up than a profile AP
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-- launch_ap_timeout=15
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; The Asset Processor Specific settings are now the <engine-root>/Engine/Registry/bootstrap.setreg settings
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; The Engine specific settings can be overridden in order of least precedence to most
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; 1. Override the settings in a "<gem-root>/Registry/*.setreg(patch)" file (Shared per Gem Settings)
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; 2. Override the settings in a "<project-root>/Registry/*.setreg(patch)" file (Shared per Project Settings)
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; 3. Override the settings in a "<project-root>/Registry/*.setreg(patch)" file (User per Project Settings)
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; 4. Override the settings in a "~/.o3de/Registry/*.setreg(patch)" file (User Global Settings)
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; Where "~" is %USERPROFILE% on Windows and $HOME on Unix like platforms
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