{ "O3DE": { "SceneAPI": { "AssetImporter": { "SupportedFileTypeExtensions": [ ".fbx", ".stl", ".gltf", ".glb", ".usd", ".usda", ".usdz", ".usdc", ".obj" ] }, "MaterialConverter": { "Enable": true, "DefaultMaterial": "Materials/Presets/PBR/default_grid.material" }, "TangentGenerateComponent": { "DefaultGenerationMethod": "FromSourceScene", "DebugBitangentFlip": false }, "UVsGenerateComponent": { // you may have to reprocess assets if you change these defaults. // When the user has not added any rules regarding UV generation, what should we do? Choose from "SphericalProjection" or "LeaveSceneDataAsIs" "DefaultGenerationMethodIfNoRulePresent" : "LeaveSceneDataAsIs", // when the user actually clicks to add a new Rule or a script adds a new rule to generate uvs, what method should it use by default? "DefaultGenerationMethodWhenRuleIsPresent" : "SphericalProjection" }, "SkinRule": { "DefaultMaxSkinInfluencesPerVertex": 8, "DefaultWeightThreshold": 0.001 }, "ModelBuilder": { // When false, scenes with multiple meshes assigned to the same material but with different vertex layouts will successfully process // When true, stricter error checking will cause the asset to fail to process with an error message indicating why "MismatchedVertexLayoutsAreErrors": false } } } }