; ---- add any metadata file type here that needs to be monitored by the AssetProcessor. ; Modifying these meta file will cause the source asset to re-compile again. ; They are specified in the following format ; metadata extension=original extension to replace ; if the metadata extension does not replace the original, then the original can be blank ; so for example if your normal file is blah.tif and your metafile for that file is blah.tif.exportsettings ; then your declaration would be exportsettings= ; ie, it would be blank ; however if your metafile REPLACES the extension (for example, if you have the file blah.i_caf and its metafile is blah.exportsettings) ; then you specify the original extension here to narrow the scope. ; If a relative path to a specific file is provided instead of an extension, a change to the file will change all files ; with the associated extension (e.g. Animations/SkeletonList.xml=i_caf will cause all i_caf files to recompile when ; Animations/SkeletonList.xml within the current game project changes) [MetaDataTypes] imagesettings=