Log: Log file open, 02/04/18 20:23:29 Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini Init: Version: 12791 Init: Epic Internal: 0 Init: Compiled (32-bit): Jan 29 2015 19:31:11 Init: Changelist: 2424394 Init: Command line: Init: Base directory: C:\Program Files (x86)\Renegade X\Binaries\Win32\ [0000.53] Init: Computer: NCC-1701 [0000.53] Init: User: ScottFrisbee [0000.53] Init: CPU Page size=4096, Processors=8 [0000.53] Init: High frequency timer resolution =3.417969 MHz [0000.53] Init: Memory total: Physical=8.0GB (8GB approx) Pagefile=19.1GB Virtual=4.0GB [0000.61] Log: Steam Client API initialized 1 [0000.66] Log: Steam Game Server API initialized 1 [0000.72] Init: WinSock: I am NCC-1701 (192.168.1.100:0) [0000.72] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.72] Init: Object subsystem initialized [0000.83] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 1060 6GB [0000.83] Log: Adapter has 3072MB of dedicated video memory, 0MB of dedicated system memory, and 1023MB of shared system memory [0000.84] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver [0000.84] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 4072MB of shared system memory [0000.89] Log: Shader platform (RHI): PC-D3D-SM3 [0000.90] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0000.93] Log: PhysX GPU Support: ENABLED [0002.68] Init: Initializing FaceFX... [0002.68] Init: FaceFX 1.7.4 initialized. [0002.71] Init: XAudio2 using 'Speakers (Plantronics .Audio 646 DSP)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3) [0003.08] Init: Waited 0.188 sec for async package '..\..\UDKGame\CookedPC\Engine.u' to complete caching. [0007.88] Init: Finished loading startup packages in 5.05 seconds [0007.88] Log: 80960 objects as part of root set at end of initial load. [0007.88] Log: 0 out of 0 bytes used by permanent object pool. [0021.83] Log: Initializing Engine... [0021.88] Init: UEngine initialized [0021.91] Init: XAudio2Device initialized. [0023.29] Init: Client initialized [0025.71] Log: Initializing Steamworks [0025.73] Log: Logged in as 'sgfrisbee' [0025.79] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0025.79] Warning: Warning, Failed to find object 'Class None.' [0025.79] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0025.79] Warning: Warning, Failed to find object 'Class None.' [0025.79] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0025.79] Warning: Warning, Failed to find object 'Class None.' [0025.79] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0025.79] Warning: Warning, Failed to find object 'Class None.' [0025.89] Log: LoadMap: RenX-FrontEndMap?Name=star1?Team=1 [0025.98] Log: Game class is 'Rx_Game_MainMenu' [0026.02] Log: Primary PhysX scene will be in software. [0026.02] Log: Creating Primary PhysX Scene. [0026.02] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2018.02.04-20.23.54 [0026.04] ScriptLog: INITIAL: -1 -1 [0026.05] ScriptLog: Game profile Index was NONE [0026.06] ScriptLog: Gameplay events will not be recorded. [0026.06] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0026.06] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0026.06] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0026.06] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0026.06] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0026.06] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0026.06] ScriptLog: GDI:0.0000 [0026.06] ScriptLog: Nod:0.0000 [0026.06] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' [0026.50] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.31 [0026.52] Rx: MAPLoaded;RenX-FrontEndMap [0026.52] Log: Bringing up level for play took: 0.526614 [0026.53] Rx: PLAYEREnter;Nod,256,sgfrisbeefromhwidsteamid0x0110000106B331D5 [0026.53] Rx: PLAYERTeamJoin;Nod,256,sgfrisbeejoinedNod [0026.53] Log: Current scalability system settings: [0026.53] Log: StaticDecals = TRUE (Whether to allow static decals.) [0026.53] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0026.53] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0026.53] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0026.53] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0026.53] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0026.53] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0026.53] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0026.53] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0026.53] Log: Bloom = TRUE (Whether to allow bloom.) [0026.53] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0026.53] Log: Distortion = TRUE (Whether to allow distortion.) [0026.53] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0026.53] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0026.53] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0026.53] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0026.53] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0026.53] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0026.53] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0026.53] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0026.53] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0026.53] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0026.53] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0026.53] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0026.53] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0026.53] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0026.53] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0026.53] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0026.53] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0026.53] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0026.53] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0026.53] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0026.53] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0026.53] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0026.53] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0026.53] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0026.53] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0026.53] Log: Current preference system settings: [0026.53] Log: UseVsync = TRUE (Whether to use VSync or not.) [0026.53] Log: Fullscreen = TRUE (Fullscreen.) [0026.53] Log: ResX = 1920 (Screen X resolution.) [0026.53] Log: ResY = 1080 (Screen Y resolution.) [0026.53] Log: Current debug system settings: [0026.53] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0026.53] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0026.53] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0026.53] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0026.53] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0026.53] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0026.53] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0026.53] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0026.53] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0026.53] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0026.53] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0026.53] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0026.53] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0026.53] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0026.53] Log: bAllowTemporalAA = FALSE (UKNOWN) [0026.53] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0026.53] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0026.53] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0026.53] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0026.53] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0026.53] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0026.53] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0026.53] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0026.53] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0026.53] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0026.53] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0026.53] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0026.53] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0026.53] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0026.53] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0026.53] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0026.53] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0026.53] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0026.53] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0026.53] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0026.53] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0026.53] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0026.53] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0026.53] Log: Current unknown system settings: [0026.53] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0026.53] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0026.53] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0026.53] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0026.53] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0026.53] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0026.53] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0026.53] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0026.53] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0026.53] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0026.53] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0026.53] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0026.53] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0026.53] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0026.53] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0026.53] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0026.53] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0026.53] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0026.53] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0026.53] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0026.53] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0026.53] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0026.53] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0026.53] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0026.53] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0026.53] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0026.53] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0026.53] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0026.53] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0026.53] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0026.53] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0026.53] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0026.53] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0026.53] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0026.53] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0026.53] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0026.53] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0026.53] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0026.53] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0026.53] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0026.53] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0026.53] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0026.53] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0026.53] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0026.53] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0026.53] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0026.53] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0026.53] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0026.53] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0026.53] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0026.53] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0026.53] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0026.53] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0026.53] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0026.53] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0026.53] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0026.53] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0026.53] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0026.53] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0026.53] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0026.53] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0026.53] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0026.53] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0026.53] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0026.53] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0026.53] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0026.53] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0026.53] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0026.53] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0026.53] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0026.53] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0026.53] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0026.53] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0026.53] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0026.53] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0026.53] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0026.53] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0026.53] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0026.54] Log: Listing all sound classes. [0026.54] Log: Class 'Item' has 25 resident sounds taking 2601.49 kb, and 1 real time sounds taking 8.89 kb [0026.54] Log: Class 'Vehicle' has 103 resident sounds taking 28800.91 kb, and 8 real time sounds taking 504.49 kb [0026.54] Log: Class 'Weapon' has 259 resident sounds taking 68820.40 kb, and 5 real time sounds taking 383.05 kb [0026.54] Log: Class 'SFX' has 35 resident sounds taking 7308.36 kb, and 11 real time sounds taking 563.45 kb [0026.54] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0026.54] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0026.54] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0026.54] Log: Class 'Announcer_UI' has 21 resident sounds taking 2925.05 kb [0026.54] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0026.54] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0026.54] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0026.54] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0026.54] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0026.54] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0026.54] Log: Class 'Ambient' has 3 resident sounds taking 840.42 kb [0026.54] Log: Class 'Dialog' has 4 resident sounds taking 284.49 kb [0026.54] Log: Class 'UnGrouped' has 514 resident sounds taking 65378.72 kb, and 107 real time sounds taking 2389.50 kb [0026.54] Log: 1426 total sounds in 17 classes [0027.28] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0027.28] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0027.31] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0027.31] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0027.38] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0027.38] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0027.39] Rx: PLAYERHWID;playerNod,256,sgfrisbeehwidA080DE940000502E [0027.39] Log: ########### Finished loading level: 1.506675 seconds [0027.39] Log: Flushing async loaders. [0031.10] Log: Flushed async loaders. [0031.10] Init: Game engine initialized [0031.10] Log: Initializing Engine Completed [0041.58] Log: >>>>>>>>>>>>>> Initial startup: 41.58s <<<<<<<<<<<<<<< [0041.60] Log: Current scalability system settings: [0041.60] Log: StaticDecals = TRUE (Whether to allow static decals.) [0041.60] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0041.60] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0041.60] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0041.60] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0041.60] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0041.60] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0041.60] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0041.60] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0041.60] Log: Bloom = TRUE (Whether to allow bloom.) [0041.60] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0041.60] Log: Distortion = TRUE (Whether to allow distortion.) [0041.60] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0041.60] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0041.60] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0041.60] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0041.60] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0041.60] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0041.60] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0041.60] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0041.60] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0041.60] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0041.60] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0041.60] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0041.60] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0041.60] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0041.60] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0041.60] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0041.60] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0041.60] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0041.60] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0041.60] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0041.60] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0041.60] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0041.60] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0041.60] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0041.60] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0041.60] Log: Current preference system settings: [0041.60] Log: UseVsync = TRUE (Whether to use VSync or not.) [0041.60] Log: Fullscreen = TRUE (Fullscreen.) [0041.60] Log: ResX = 1920 (Screen X resolution.) [0041.60] Log: ResY = 1080 (Screen Y resolution.) [0041.60] Log: Current debug system settings: [0041.60] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0041.60] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0041.60] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0041.60] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0041.60] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0041.60] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0041.60] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0041.60] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0041.60] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0041.60] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0041.60] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0041.60] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0041.60] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0041.60] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0041.60] Log: bAllowTemporalAA = FALSE (UKNOWN) [0041.60] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0041.60] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0041.60] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0041.60] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0041.60] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0041.60] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0041.60] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0041.60] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0041.60] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0041.60] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0041.60] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0041.60] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0041.60] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0041.60] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0041.60] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0041.60] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0041.60] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0041.60] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0041.60] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0041.60] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0041.60] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0041.60] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0041.60] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0041.60] Log: Current unknown system settings: [0041.60] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0041.60] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0041.60] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0041.60] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0041.60] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0041.60] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0041.60] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0041.60] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0041.60] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0041.60] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0041.60] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0041.60] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0041.60] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0041.60] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0041.60] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0041.60] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0041.60] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0041.60] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0041.60] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0041.60] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0041.60] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0041.60] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0041.60] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0041.60] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0041.60] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0041.60] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0041.60] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0041.60] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0041.60] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0041.60] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0041.60] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0041.60] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0041.60] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0041.60] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0041.60] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0041.60] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0041.60] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0041.60] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0041.60] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0041.60] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0041.60] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0041.60] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0041.60] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0041.60] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0041.60] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0041.60] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0041.60] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0041.60] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0041.60] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0041.60] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0041.60] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0041.60] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0041.60] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0041.60] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0041.60] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0041.60] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0041.60] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0041.60] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0041.60] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0041.60] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0041.60] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0041.60] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0041.60] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0041.60] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0041.60] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0041.60] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0041.60] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0041.60] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0041.60] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0041.60] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0041.60] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0041.60] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0041.60] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0041.60] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0041.60] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0041.60] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0041.60] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0041.60] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0041.61] Log: Listing all sound classes. [0041.61] Log: Class 'Item' has 25 resident sounds taking 2601.49 kb, and 1 real time sounds taking 8.89 kb [0041.61] Log: Class 'Vehicle' has 103 resident sounds taking 28800.91 kb, and 8 real time sounds taking 504.49 kb [0041.61] Log: Class 'Weapon' has 259 resident sounds taking 68820.40 kb, and 5 real time sounds taking 383.05 kb [0041.61] Log: Class 'SFX' has 35 resident sounds taking 7308.36 kb, and 11 real time sounds taking 563.45 kb [0041.61] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0041.61] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0041.61] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0041.61] Log: Class 'Announcer_UI' has 21 resident sounds taking 2925.05 kb [0041.61] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0041.61] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0041.61] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0041.61] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0041.61] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0041.61] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0041.61] Log: Class 'Ambient' has 3 resident sounds taking 840.42 kb [0041.61] Log: Class 'Dialog' has 4 resident sounds taking 284.49 kb [0041.61] Log: Class 'UnGrouped' has 553 resident sounds taking 76931.72 kb, and 109 real time sounds taking 2570.08 kb [0041.61] Log: 1467 total sounds in 17 classes [0041.62] Log: Bool AmbientOcclusion set to 1 [0041.64] Log: BloomThreshold = 0.8 [0041.66] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0041.67] GFxUI: Rx_GFxFrontEnd::Loading SkirmishView [0041.68] ScriptLog: Name - Arctic Stronghold [0041.68] ScriptLog: Name - Canyon [0041.68] ScriptLog: Name - Cliff Side [0041.68] ScriptLog: Name - Complex [0041.68] ScriptLog: Name - Crash Site [0041.68] ScriptLog: Name - Eyes [0041.68] ScriptLog: Name - Field [0041.68] ScriptLog: Name - Field X [0041.68] ScriptLog: Name - Fort [0041.68] ScriptLog: Name - Gobi [0041.68] ScriptLog: Name - Goldrush [0041.68] ScriptLog: Name - Islands [0041.68] ScriptLog: Name - Lakeside [0041.68] ScriptLog: Name - Mesa [0041.68] ScriptLog: Name - Outposts [0041.68] ScriptLog: Name - Reservoir [0041.68] ScriptLog: Name - Snow [0041.68] ScriptLog: Name - Sunrise [0041.68] ScriptLog: Name - Tomb [0041.68] ScriptLog: Name - Tunnels [0041.68] ScriptLog: Name - Under [0041.68] ScriptLog: Name - Volcano [0041.68] ScriptLog: Name - Walls (Flying) [0041.68] ScriptLog: Name - Whiteout [0041.68] ScriptLog: Name - Xmountain [0041.68] GFxUI: Rx_GFxFrontEnd::Loading MultiplayerView [0041.83] GFxUI: Rx_GFxFrontEnd::Loading SettingsView [0041.83] Log: DumpAvailableResolutions [0041.83] Log: 640x480 [0041.83] Log: 720x480 [0041.83] Log: 720x480 [0041.83] Log: 720x576 [0041.83] Log: 720x576 [0041.83] Log: 800x600 [0041.83] Log: 800x600 [0041.83] Log: 1024x768 [0041.83] Log: 1152x864 [0041.83] Log: 1280x720 [0041.83] Log: 1280x768 [0041.83] Log: 1280x800 [0041.83] Log: 1280x960 [0041.83] Log: 1280x1024 [0041.83] Log: 1360x768 [0041.83] Log: 1366x768 [0041.83] Log: 1600x900 [0041.83] Log: 1600x900 [0041.83] Log: 1600x1024 [0041.83] Log: 1600x1024 [0041.83] Log: 1600x1200 [0041.83] Log: 1680x1050 [0041.83] Log: 1680x1050 [0041.83] Log: 1920x1080 [0041.83] Log: 1440x900 [0041.85] GFxUI: Rx_GFxFrontEnd::Loading ExtrasView [0041.86] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0041.86] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0041.86] ScriptLog: Name - Arctic Stronghold [0041.86] ScriptLog: Name - Canyon [0041.86] ScriptLog: Name - Cliff Side [0041.86] ScriptLog: Name - Complex [0041.86] ScriptLog: Name - Crash Site [0041.86] ScriptLog: Name - Eyes [0041.86] ScriptLog: Name - Field [0041.86] ScriptLog: Name - Field X [0041.86] ScriptLog: Name - Fort [0041.86] ScriptLog: Name - Gobi [0041.86] ScriptLog: Name - Goldrush [0041.86] ScriptLog: Name - Islands [0041.86] ScriptLog: Name - Lakeside [0041.86] ScriptLog: Name - Mesa [0041.86] ScriptLog: Name - Outposts [0041.86] ScriptLog: Name - Reservoir [0041.86] ScriptLog: Name - Snow [0041.86] ScriptLog: Name - Sunrise [0041.86] ScriptLog: Name - Tomb [0041.86] ScriptLog: Name - Tunnels [0041.86] ScriptLog: Name - Under [0041.86] ScriptLog: Name - Volcano [0041.86] ScriptLog: Name - Walls (Flying) [0041.86] ScriptLog: Name - Whiteout [0041.86] ScriptLog: Name - Xmountain [0041.93] Log: XAudio2: Audio pool size mismatch by 96000000 bytes. Please update CommonAudioPoolSize ini setting to 0 to avoid waste! [0050.98] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0051.00] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0051.01] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0051.03] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0051.05] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0051.06] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0051.08] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0051.10] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0051.11] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0051.13] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0051.15] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0051.16] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0051.18] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0051.20] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0051.21] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.58] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.60] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.61] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.63] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.65] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.66] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.68] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.70] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.71] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.73] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.75] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.76] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.78] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.80] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.81] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.83] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.85] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.86] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.88] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.90] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0052.91] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.36] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.38] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.40] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.41] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.43] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.45] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.46] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.48] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.50] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.51] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.53] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.55] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.56] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.58] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.60] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.61] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.63] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.65] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.66] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0054.70] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0055.48] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0055.51] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0055.70] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0055.88] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0055.93] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0057.93] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0057.95] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0057.96] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0057.98] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0058.00] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0058.01] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0058.03] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0058.05] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0058.06] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0058.08] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0058.10] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0058.11] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0058.15] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0058.18] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0058.26] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0070.58] ScriptLog: OutURL is: NC-Eyes?Team=1?Numplay=31?GDIBotCount=16?NODBotCount=14?GDIDifficulty=3?NODDifficulty=3?GDIAttackingStrengh=51?NodAttackingStrengh=51?StartingCredits=1450?TimeLimit=999?MineLimit=30?VehicleLimit=7?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False False [0070.58] ScriptLog: Command: ->> open CNC-Eyes?Team=1?Numplay=31?GDIBotCount=16?NODBotCount=14?GDIDifficulty=3?NODDifficulty=3?GDIAttackingStrengh=51?NodAttackingStrengh=51?StartingCredits=1450?TimeLimit=999?MineLimit=30?VehicleLimit=7?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False [0070.58] Log: LoadMap: CNC-Eyes?Name=star1?Team=1?Numplay=31?GDIBotCount=16?NODBotCount=14?GDIDifficulty=3?NODDifficulty=3?GDIAttackingStrengh=51?NodAttackingStrengh=51?StartingCredits=1450?TimeLimit=999?MineLimit=30?VehicleLimit=7?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False [0070.58] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_4 | SoundCue? SC_MainMenu [0070.59] Log: --- LOADING MOVIE START --- [0070.95] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0070.95] ScriptLog: ======================= Rx_HUD ========================= [0070.95] ScriptLog: DamageSystemMovie.bMovieIsOpen? False [0070.95] ScriptLog: HudMovie.bMovieIsOpen? False [0070.95] Rx: GAMESpawn;botGDI,b257,General Shepherd [0070.95] Rx: PLAYERExit;Nod,256,sgfrisbee [0085.03] Log: Game class is 'Rx_Game' [0085.26] Log: Octree Warning (AddPrimitive): StaticMeshComponent_35 (Owner: CNC-Eyes.TheWorld:PersistentLevel.StaticMeshActor_106) Outside World. [0085.26] Log: Octree Warning (AddPrimitive): StaticMeshComponent_35 (Owner: CNC-Eyes.TheWorld:PersistentLevel.StaticMeshActor_123) Outside World. [0085.26] Log: Octree Warning (AddPrimitive): StaticMeshComponent_35 (Owner: CNC-Eyes.TheWorld:PersistentLevel.StaticMeshActor_94) Outside World. [0085.26] Log: Octree Warning (AddPrimitive): StaticMeshComponent_35 (Owner: CNC-Eyes.TheWorld:PersistentLevel.StaticMeshActor_75) Outside World. [0085.45] Log: Primary PhysX scene will be in software. [0085.45] Log: Creating Primary PhysX Scene. [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_1 Component: StaticMeshComponent_247 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_1 Component: StaticMeshComponent_247 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_0 Component: StaticMeshComponent_247 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_0 Component: StaticMeshComponent_247 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_5 Component: StaticMeshComponent_250 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_5 Component: StaticMeshComponent_250 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_4 Component: StaticMeshComponent_250 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_4 Component: StaticMeshComponent_250 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_17 Component: StaticMeshComponent_94 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_17 Component: StaticMeshComponent_94 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_19 Component: StaticMeshComponent_17 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_19 Component: StaticMeshComponent_17 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_61 Component: StaticMeshComponent_20 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_61 Component: StaticMeshComponent_20 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_20 Component: StaticMeshComponent_20 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_20 Component: StaticMeshComponent_20 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_25 Component: StaticMeshComponent_1363 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_25 Component: StaticMeshComponent_1363 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_29 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_29 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_30 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_30 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_28 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_28 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_27 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_27 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_67 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_67 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_68 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_68 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_69 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_69 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_70 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_70 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_71 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_71 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_72 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_72 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_73 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_73 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_74 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_74 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_64 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_64 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_65 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_65 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0085.68] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_52 Component: StaticMeshComponent_42 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0085.68] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_52 Component: StaticMeshComponent_42 StaticMesh: EngineMeshes.Sphere [0085.69] Log: Bringing World CNC-Eyes.TheWorld up for play (0) at 2018.02.04-20.24.54 [0085.72] ScriptLog: INITIAL: -1 -1 [0085.73] ScriptLog: Game profile Index was NONE [0085.76] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0085.76] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0085.76] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0085.76] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0085.76] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0085.76] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0085.76] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0085.76] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0085.76] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0085.76] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0085.76] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0085.76] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0085.76] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0085.76] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0085.76] ScriptLog: Gameplay events will not be recorded. [0085.76] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0085.76] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0085.76] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0085.76] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0085.76] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0085.76] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0085.76] ScriptLog: GDI:0.5100 [0085.76] ScriptLog: Nod:0.5100 [0085.76] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' [0085.85] ScriptLog: Rx_SentinelWeapon_AGT_MG_0 upgrade... [0085.86] ScriptLog: Rx_SentinelWeapon_AGT_MG_1 upgrade... [0085.86] ScriptLog: Rx_SentinelWeapon_AGT_MG_2 upgrade... [0085.86] ScriptLog: Rx_SentinelWeapon_AGT_MG_3 upgrade... [0085.86] ScriptLog: Rx_SentinelWeapon_AGT_RocketPod_0 upgrade... [0085.86] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_7 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0085.92] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_7, SkeletalMesh: SK_BU_Silo [0085.92] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_Silo_Internals_0 [0085.92] ScriptLog: Rx_SentinelWeapon_Obelisk_0 upgrade... [0085.93] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8443.98,22024.15,1618.94 With a Rotation of 0,-15872,0 [0085.93] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8244.26,22152.92,1618.94 With a Rotation of 0,-4949,0 [0085.93] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8655.35,22132.73,1618.94 With a Rotation of 0,-26795,0 [0085.93] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8667.01,22370.07,1618.94 With a Rotation of 0,27819,0 [0085.93] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8467.30,22498.84,1618.94 With a Rotation of 0,16896,0 [0085.93] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8255.92,22390.27,1618.94 With a Rotation of 0,5973,0 [0085.93] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_30 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [0085.93] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_30, SkeletalMesh: SK_BU_GDI_BAR [0085.94] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_1 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0014 [0085.94] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_1 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:003D [0085.94] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_1 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0080 [0085.94] ScriptWarning: Attempt to assign variable through None Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_1 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0094 [0085.94] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_3 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0014 [0085.94] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_3 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:003D [0085.94] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_3 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0080 [0085.94] ScriptWarning: Attempt to assign variable through None Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_3 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0094 [0085.96] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_6 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0014 [0085.96] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_6 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:003D [0085.96] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_6 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0080 [0085.96] ScriptWarning: Attempt to assign variable through None Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_6 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0094 [0085.96] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_4 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0014 [0085.96] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_4 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:003D [0085.96] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_4 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0080 [0085.96] ScriptWarning: Attempt to assign variable through None Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_4 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0094 [0086.02] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_7 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0014 [0086.02] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_7 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:003D [0086.02] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_7 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0080 [0086.02] ScriptWarning: Attempt to assign variable through None Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_7 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0094 [0086.06] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.31 [0086.07] Rx: MAPLoaded;CNC-Eyes [0086.07] Log: Bringing up level for play took: 1.033215 [0086.08] Rx: PLAYEREnter;Nod,258,sgfrisbeefromhwidsteamid0x0110000106B331D5 [0086.08] Rx: PLAYERTeamJoin;Nod,258,sgfrisbeejoinedNod [0086.08] Rx: MAPStart;CNC-Eyes [0086.09] Rx: GAMESpawn;playerNod,258,sgfrisbeecharacterRx_FamilyInfo_Nod_Soldier [0086.10] Error: Can't start an online game that hasn't been created [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_GDI' during gameplay. ParamName: GlobalCharacterBrightness [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_Nod' during gameplay. ParamName: GlobalCharacterBrightness [0086.10] Log: MIC::SetVectorParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: Reflection_Colour [0086.10] Log: MIC::SetTextureParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: CubeMap_Exterior [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI' during gameplay. ParamName: GlobalVehicleBrightness [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod' during gameplay. ParamName: GlobalVehicleBrightness [0086.10] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0086.10] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: Reflection_Colour [0086.10] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: Reflection_Colour [0086.10] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: CubeMap_Exterior [0086.10] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: CubeMap_Exterior [0086.11] Rx: GAMESpawn;playerGDI,b259,Paul CurtischaracterRx_FamilyInfo_GDI_Soldier [0086.11] Rx: GAMESpawn;botGDI,b259,Paul Curtis [0086.11] ScriptLog: added red bot [0086.11] Rx: GAMESpawn;playerGDI,b260,Adam PrackcharacterRx_FamilyInfo_GDI_Soldier [0086.11] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b260,Adam Prack [0086.11] Rx: GAMESpawn;botGDI,b260,Adam Prack [0086.11] ScriptLog: added red bot [0086.11] Rx: GAMESpawn;playerGDI,b261,Joe KucancharacterRx_FamilyInfo_GDI_Soldier [0086.11] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_EngineerbyGDI,b261,Joe Kucan [0086.12] Rx: GAMESpawn;botGDI,b261,Joe Kucan [0086.12] ScriptLog: added red bot [0086.12] Rx: GAMESpawn;playerGDI,b262,SlaviccharacterRx_FamilyInfo_GDI_Soldier [0086.12] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b262,Slavic [0086.12] Rx: GAMESpawn;botGDI,b262,Slavic [0086.12] ScriptLog: added red bot [0086.12] Rx: GAMESpawn;playerGDI,b263,Take the point!characterRx_FamilyInfo_GDI_Soldier [0086.12] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b263,Take the point! [0086.12] Rx: GAMESpawn;botGDI,b263,Take the point! [0086.12] ScriptLog: added red bot [0086.13] Rx: GAMESpawn;playerGDI,b264,A PterodactylcharacterRx_FamilyInfo_GDI_Soldier [0086.13] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_EngineerbyGDI,b264,A Pterodactyl [0086.13] Rx: GAMESpawn;botGDI,b264,A Pterodactyl [0086.13] ScriptLog: added red bot [0086.13] Rx: GAMESpawn;playerGDI,b265,HeXeticcharacterRx_FamilyInfo_GDI_Soldier [0086.13] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b265,HeXetic [0086.13] Rx: GAMESpawn;botGDI,b265,HeXetic [0086.13] ScriptLog: added red bot [0086.13] Rx: GAMESpawn;playerGDI,b266,The Mod WarscharacterRx_FamilyInfo_GDI_Soldier [0086.13] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_EngineerbyGDI,b266,The Mod Wars [0086.13] Rx: GAMESpawn;botGDI,b266,The Mod Wars [0086.13] ScriptLog: added red bot [0086.14] Rx: GAMESpawn;playerGDI,b267,Joe WakefieldcharacterRx_FamilyInfo_GDI_Soldier [0086.14] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SydneybyGDI,b267,Joe Wakefield [0086.14] Rx: GAMESpawn;botGDI,b267,Joe Wakefield [0086.14] ScriptLog: added red bot [0086.14] Rx: GAMESpawn;playerGDI,b268,Paolo DamasocharacterRx_FamilyInfo_GDI_Soldier [0086.14] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SydneybyGDI,b268,Paolo Damaso [0086.15] Rx: GAMESpawn;botGDI,b268,Paolo Damaso [0086.15] ScriptLog: added red bot [0086.15] Rx: GAMESpawn;playerGDI,b269,Rob SmitcharacterRx_FamilyInfo_GDI_Soldier [0086.15] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_PatchbyGDI,b269,Rob Smit [0086.15] Rx: GAMESpawn;botGDI,b269,Rob Smit [0086.15] ScriptLog: added red bot [0086.16] Rx: GAMESpawn;playerGDI,b270,BassTardcharacterRx_FamilyInfo_GDI_Soldier [0086.16] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b270,BassTard [0086.16] Rx: GAMESpawn;botGDI,b270,BassTard [0086.16] ScriptLog: added red bot [0086.16] Rx: GAMESpawn;playerGDI,b271,General ShepherdcharacterRx_FamilyInfo_GDI_Soldier [0086.16] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GunnerbyGDI,b271,General Shepherd [0086.16] Rx: GAMESpawn;botGDI,b271,General Shepherd [0086.16] ScriptLog: added red bot [0086.17] Rx: GAMESpawn;playerGDI,b272,Ruud GunnewiekcharacterRx_FamilyInfo_GDI_Soldier [0086.17] Rx: GAMESpawn;botGDI,b272,Ruud Gunnewiek [0086.17] ScriptLog: added red bot [0086.17] Rx: GAMESpawn;playerGDI,b273,Glenn SperrycharacterRx_FamilyInfo_GDI_Soldier [0086.17] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_PatchbyGDI,b273,Glenn Sperry [0086.17] Rx: GAMESpawn;botGDI,b273,Glenn Sperry [0086.17] ScriptLog: added red bot [0086.18] Rx: GAMESpawn;playerGDI,b274,Mike GeigcharacterRx_FamilyInfo_GDI_Soldier [0086.18] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_DeadeyebyGDI,b274,Mike Geig [0086.18] Rx: GAMESpawn;botGDI,b274,Mike Geig [0086.18] ScriptLog: added red bot [0086.18] ScriptLog: GDIDifficulty6 [0086.18] Rx: GAMESpawn;playerNod,b275,Zach GraycharacterRx_FamilyInfo_Nod_Soldier [0086.18] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b275,Zach Gray [0086.18] Rx: GAMESpawn;botNod,b275,Zach Gray [0086.18] ScriptLog: added blue bot [0086.18] Rx: GAMESpawn;playerNod,b276,David YeecharacterRx_FamilyInfo_Nod_Soldier [0086.19] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b276,David Yee [0086.19] Rx: GAMESpawn;botNod,b276,David Yee [0086.19] ScriptLog: added blue bot [0086.19] Rx: GAMESpawn;playerNod,b277,Sebastian AavcharacterRx_FamilyInfo_Nod_Soldier [0086.19] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b277,Sebastian Aav [0086.19] Rx: GAMESpawn;botNod,b277,Sebastian Aav [0086.19] ScriptLog: added blue bot [0086.19] Rx: GAMESpawn;playerNod,b278,Robin NielsencharacterRx_FamilyInfo_Nod_Soldier [0086.19] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b278,Robin Nielsen [0086.19] Rx: GAMESpawn;botNod,b278,Robin Nielsen [0086.19] ScriptLog: added blue bot [0086.20] Rx: GAMESpawn;playerNod,b279,Frank KlepackicharacterRx_FamilyInfo_Nod_Soldier [0086.20] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b279,Frank Klepacki [0086.20] Rx: GAMESpawn;botNod,b279,Frank Klepacki [0086.20] ScriptLog: added blue bot [0086.20] Rx: GAMESpawn;playerNod,b280,HassancharacterRx_FamilyInfo_Nod_Soldier [0086.20] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_TechnicianbyNod,b280,Hassan [0086.20] Rx: GAMESpawn;botNod,b280,Hassan [0086.20] ScriptLog: added blue bot [0086.21] Rx: GAMESpawn;playerNod,b281,Sander VereeckencharacterRx_FamilyInfo_Nod_Soldier [0086.21] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b281,Sander Vereecken [0086.21] Rx: GAMESpawn;botNod,b281,Sander Vereecken [0086.21] ScriptLog: added blue bot [0086.21] Rx: GAMESpawn;playerNod,b282,PeeweecharacterRx_FamilyInfo_Nod_Soldier [0086.21] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_OfficerbyNod,b282,Peewee [0086.21] Rx: GAMESpawn;botNod,b282,Peewee [0086.21] ScriptLog: added blue bot [0086.22] Rx: GAMESpawn;playerNod,b283,Martin PalkocharacterRx_FamilyInfo_Nod_Soldier [0086.22] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b283,Martin Palko [0086.22] Rx: GAMESpawn;botNod,b283,Martin Palko [0086.22] ScriptLog: added blue bot [0086.22] Rx: GAMESpawn;playerNod,b284,SethcharacterRx_FamilyInfo_Nod_Soldier [0086.22] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_RaveshawbyNod,b284,Seth [0086.22] Rx: GAMESpawn;botNod,b284,Seth [0086.22] ScriptLog: added blue bot [0086.23] Rx: GAMESpawn;playerNod,b285,Left HandedcharacterRx_FamilyInfo_Nod_Soldier [0086.23] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b285,Left Handed [0086.23] Rx: GAMESpawn;botNod,b285,Left Handed [0086.23] ScriptLog: added blue bot [0086.23] Rx: GAMESpawn;playerNod,b286,I'm behiiiinnnd youcharacterRx_FamilyInfo_Nod_Soldier [0086.23] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_StealthBlackHandbyNod,b286,I'm behiiiinnnd you [0086.23] Rx: GAMESpawn;botNod,b286,I'm behiiiinnnd you [0086.23] ScriptLog: added blue bot [0086.24] Rx: GAMESpawn;playerNod,b287,Annoying TurtlecharacterRx_FamilyInfo_Nod_Soldier [0086.24] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MendozabyNod,b287,Annoying Turtle [0086.24] Rx: GAMESpawn;botNod,b287,Annoying Turtle [0086.24] ScriptLog: added blue bot [0086.24] Rx: GAMESpawn;playerNod,b288,RebarncharacterRx_FamilyInfo_Nod_Soldier [0086.24] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SakurabyNod,b288,Rebarn [0086.24] Rx: GAMESpawn;botNod,b288,Rebarn [0086.24] ScriptLog: added blue bot [0086.24] ScriptLog: NODDifficulty6 [0086.24] ScriptLog: START MATCH [0086.24] Log: Current scalability system settings: [0086.24] Log: StaticDecals = TRUE (Whether to allow static decals.) [0086.24] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0086.24] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0086.24] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0086.24] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0086.24] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0086.24] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0086.24] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0086.24] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0086.24] Log: Bloom = TRUE (Whether to allow bloom.) [0086.24] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0086.24] Log: Distortion = TRUE (Whether to allow distortion.) [0086.24] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0086.24] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0086.24] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0086.24] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0086.24] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0086.24] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0086.24] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0086.24] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0086.24] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0086.24] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0086.24] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0086.24] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0086.24] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0086.24] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0086.24] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0086.24] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0086.24] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0086.24] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0086.24] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0086.24] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0086.24] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0086.24] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0086.24] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0086.24] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0086.24] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0086.24] Log: Current preference system settings: [0086.24] Log: UseVsync = TRUE (Whether to use VSync or not.) [0086.24] Log: Fullscreen = TRUE (Fullscreen.) [0086.24] Log: ResX = 1920 (Screen X resolution.) [0086.24] Log: ResY = 1080 (Screen Y resolution.) [0086.24] Log: Current debug system settings: [0086.24] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0086.24] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0086.24] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0086.24] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0086.24] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0086.24] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0086.24] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0086.24] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0086.24] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0086.24] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0086.24] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0086.24] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0086.24] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0086.24] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0086.24] Log: bAllowTemporalAA = FALSE (UKNOWN) [0086.24] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0086.24] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0086.24] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0086.24] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0086.24] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0086.24] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0086.24] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0086.24] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0086.24] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0086.24] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0086.24] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0086.24] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0086.24] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0086.24] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0086.24] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0086.24] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0086.24] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0086.24] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0086.24] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0086.24] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0086.24] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0086.24] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0086.24] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0086.24] Log: Current unknown system settings: [0086.24] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0086.24] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0086.24] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0086.24] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0086.24] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0086.24] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0086.24] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0086.24] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0086.24] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0086.24] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0086.24] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0086.24] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0086.24] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0086.24] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0086.24] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0086.24] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0086.24] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0086.24] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0086.24] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0086.24] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0086.24] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0086.24] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0086.24] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0086.24] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0086.24] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0086.24] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0086.24] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0086.24] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0086.24] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0086.24] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0086.24] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0086.24] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0086.24] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0086.24] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0086.24] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0086.24] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0086.24] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0086.24] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0086.24] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0086.24] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0086.24] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0086.24] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0086.24] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0086.24] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0086.24] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0086.24] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0086.24] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0086.24] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0086.24] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0086.24] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0086.24] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0086.24] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0086.24] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0086.24] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0086.24] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0086.24] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0086.24] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0086.24] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0086.24] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0086.24] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0086.24] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0086.24] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0086.24] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0086.24] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0086.24] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0086.24] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0086.24] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0086.24] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0086.24] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0086.24] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0086.24] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0086.24] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0086.24] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum l