Log: Log file open, 04/05/20 07:53:47 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 (64-bit): Jan 29 2015 19:35:41 Init: Changelist: 2424394 Init: Command line: -ini:UDKGame:DefaultPlayer.Name=DR2you Init: Base directory: C:\Program Files (x86)\Renegade X\Binaries\Win64\ [0000.32] Init: Computer: WINDOWS7 [0000.32] Init: User: VM764 [0000.32] Init: CPU Page size=4096, Processors=4 [0000.32] Init: High frequency timer resolution =10.000000 MHz [0000.32] Init: Memory total: Physical=12.5GB (12GB approx) Pagefile=23.9GB Virtual=8192.0GB [0000.32] Log: Steam Client API initialized 0 [0000.32] Log: Steam Game Server API initialized 0 [0000.34] Init: WinSock: I am Windows7 (10.0.1.7:0) [0000.34] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.35] Init: Object subsystem initialized [0000.43] Log: Shader platform (RHI): PC-D3D-SM3 [0000.43] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0000.49] Log: PhysX GPU Support: DISABLED [0000.50] Init: Initializing FaceFX... [0000.50] Init: FaceFX 1.7.4 initialized. [0000.50] Init: XAudio2 using 'Speakers (High Definition Audio Device)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3) [0000.72] Init: Waited 0.001 sec for async package '..\..\UDKGame\CookedPC\Core.u' to complete caching. [0000.81] Init: Waited 0.078 sec for async package '..\..\UDKGame\CookedPC\Engine.u' to complete caching. [0013.98] Init: Finished loading startup packages in 13.27 seconds [0013.99] Log: 80990 objects as part of root set at end of initial load. [0013.99] Log: 0 out of 0 bytes used by permanent object pool. [0021.95] Log: Initializing Engine... [0021.99] Init: UEngine initialized [0022.01] Init: XAudio2Device initialized. [0022.02] Init: Client initialized [0027.26] Log: Steam Client API is unavailable [0027.29] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0027.29] Warning: Warning, Failed to find object 'Class None.' [0027.29] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0027.29] Warning: Warning, Failed to find object 'Class None.' [0027.29] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0027.29] Warning: Warning, Failed to find object 'Class None.' [0027.29] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0027.29] Warning: Warning, Failed to find object 'Class None.' [0028.88] Log: LoadMap: RenX-FrontEndMap?Name=DR2you?Team=0 [0029.02] Log: Game class is 'Rx_Game_MainMenu' [0029.04] Log: Primary PhysX scene will be in software. [0029.04] Log: Creating Primary PhysX Scene. [0029.05] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2020.04.05-07.54.15 [0029.07] ScriptLog: INITIAL: -1 -1 [0029.08] ScriptLog: Game profile Index was NONE [0029.09] ScriptLog: Gameplay events will not be recorded. [0029.09] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0029.09] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0029.09] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0029.09] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0029.09] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0029.09] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0029.09] ScriptLog: Failed to get GDI PT [0029.09] ScriptLog: Failed to get Nod PT [0029.09] ScriptLog: GDI:0.0000 [0029.09] ScriptLog: Failed to get GDI PT [0029.09] ScriptLog: Failed to get Nod PT [0029.09] ScriptLog: Nod:0.0000 [0029.09] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0029.15] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.44 [0029.17] Rx: MAPLoaded;RenX-FrontEndMap [0029.17] Log: Bringing up level for play took: 0.135786 [0029.18] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0029.18] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0029.18] Rx: PLAYERHWID;playerGDI,256,DR2youhwidmC68A09B8000074F9 [0029.18] Rx: PLAYEREnter;GDI,256,DR2youfromhwidmC68A09B8000074F9nosteam [0029.18] Rx: PLAYERTeamJoin;GDI,256,DR2youjoinedGDIscore0last round score0.0000time0.0000 [0029.18] Log: Current scalability system settings: [0029.18] Log: StaticDecals = FALSE (Whether to allow static decals.) [0029.18] Log: DynamicDecals = FALSE (Whether to allow dynamic decals.) [0029.18] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0029.18] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0029.18] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0029.18] Log: LightEnvironmentShadows = FALSE (Whether to allow dynamic light environments to cast shadows.) [0029.18] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0029.18] Log: DepthOfField = FALSE (Whether to allow depth of field.) [0029.18] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0029.18] Log: Bloom = FALSE (Whether to allow bloom.) [0029.18] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0029.18] Log: Distortion = FALSE (Whether to allow distortion.) [0029.18] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0029.18] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0029.18] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0029.18] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0029.18] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0029.18] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0029.18] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0029.18] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0029.18] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0029.18] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0029.18] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0029.18] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0029.18] Log: MaxAnisotropy = 0 (Maximum level of anisotropy used.) [0029.18] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0029.18] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0029.18] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0029.18] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0029.18] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0029.18] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0029.18] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0029.18] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0029.18] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0029.18] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0029.18] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0029.18] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0029.18] Log: Current preference system settings: [0029.18] Log: UseVsync = FALSE (Whether to use VSync or not.) [0029.18] Log: Fullscreen = TRUE (Fullscreen.) [0029.18] Log: ResX = 1920 (Screen X resolution.) [0029.18] Log: ResY = 1080 (Screen Y resolution.) [0029.18] Log: Current debug system settings: [0029.18] Log: DynamicLights = FALSE (Whether to allow dynamic lights.) [0029.18] Log: CompositeDynamicLights = FALSE (Whether to composte dynamic lights into light environments.) [0029.18] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0029.18] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0029.18] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0029.18] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0029.18] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0029.18] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0029.18] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0029.18] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0029.18] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0029.18] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0029.18] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0029.18] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0029.18] Log: bAllowTemporalAA = FALSE (UKNOWN) [0029.18] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0029.18] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0029.18] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0029.18] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0029.18] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0029.18] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0029.18] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0029.18] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0029.18] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0029.18] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0029.18] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0029.18] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0029.18] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0029.18] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0029.18] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0029.18] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0029.18] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0029.18] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0029.18] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0029.18] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0029.18] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0029.18] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0029.18] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0029.18] Log: Current unknown system settings: [0029.18] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0029.18] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0029.18] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0029.18] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0029.18] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0029.18] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0029.18] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0029.18] Log: ShadowFilterQualityBias = 3 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0029.18] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0029.18] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0029.18] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0029.18] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0029.18] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0029.18] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0029.18] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0029.18] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0029.18] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0029.18] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0029.18] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0029.18] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0029.18] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0029.18] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0029.18] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0029.18] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0029.18] 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.) [0029.18] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0029.18] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0029.18] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0029.18] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0029.18] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0029.18] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0029.18] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0029.18] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0029.18] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0029.18] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0029.18] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0029.18] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0029.18] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0029.18] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0029.18] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0029.18] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0029.18] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0029.18] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0029.18] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0029.18] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0029.18] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0029.18] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0029.18] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0029.18] 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).) [0029.18] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0029.18] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0029.18] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0029.18] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0029.18] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0029.18] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0029.18] 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) [0029.18] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0029.18] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0029.18] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0029.18] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0029.18] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0029.18] 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).) [0029.18] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0029.18] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0029.18] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0029.18] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0029.18] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0029.18] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0029.18] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0029.18] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0029.18] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0029.18] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0029.18] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0029.18] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0029.18] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0029.18] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0029.18] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0029.18] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0029.20] Log: Listing all sound classes. [0029.21] Log: Class 'Item' has 29 resident sounds taking 2787.16 kb, and 1 real time sounds taking 8.89 kb [0029.21] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0029.22] Log: Class 'Weapon' has 268 resident sounds taking 68755.68 kb, and 7 real time sounds taking 487.58 kb [0029.22] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0029.22] Log: Class 'SFX' has 83 resident sounds taking 25298.02 kb, and 10 real time sounds taking 711.13 kb [0029.22] Log: Class 'None' has 7 resident sounds taking 3861.78 kb, and 5 real time sounds taking 637.02 kb [0029.22] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0029.22] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0029.22] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0029.22] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0029.22] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0029.22] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0029.22] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0029.22] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0029.22] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0029.22] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0029.22] Log: Class 'UnGrouped' has 574 resident sounds taking 73386.85 kb, and 108 real time sounds taking 2419.38 kb [0029.22] Log: 1510 total sounds in 17 classes [0029.22] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0029.22] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0029.22] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0 [0029.22] Log: ########### Finished loading level: 0.335646 seconds [0029.22] Log: Flushing async loaders. [0036.52] Log: Flushed async loaders. [0036.52] Init: Game engine initialized [0036.52] Log: Initializing Engine Completed [0048.86] Log: >>>>>>>>>>>>>> Initial startup: 48.86s <<<<<<<<<<<<<<< [0048.86] Log: Current scalability system settings: [0048.86] Log: StaticDecals = FALSE (Whether to allow static decals.) [0048.86] Log: DynamicDecals = FALSE (Whether to allow dynamic decals.) [0048.86] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0048.86] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0048.86] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0048.86] Log: LightEnvironmentShadows = FALSE (Whether to allow dynamic light environments to cast shadows.) [0048.86] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0048.86] Log: DepthOfField = FALSE (Whether to allow depth of field.) [0048.86] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0048.86] Log: Bloom = FALSE (Whether to allow bloom.) [0048.86] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0048.86] Log: Distortion = FALSE (Whether to allow distortion.) [0048.86] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0048.86] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0048.86] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0048.86] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0048.86] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0048.86] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0048.86] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0048.86] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0048.86] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0048.86] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0048.86] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0048.86] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0048.86] Log: MaxAnisotropy = 0 (Maximum level of anisotropy used.) [0048.86] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0048.86] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0048.86] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0048.86] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0048.86] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0048.86] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0048.86] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0048.86] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0048.86] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0048.86] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0048.86] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0048.86] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0048.86] Log: Current preference system settings: [0048.86] Log: UseVsync = FALSE (Whether to use VSync or not.) [0048.86] Log: Fullscreen = TRUE (Fullscreen.) [0048.86] Log: ResX = 1920 (Screen X resolution.) [0048.86] Log: ResY = 1080 (Screen Y resolution.) [0048.86] Log: Current debug system settings: [0048.86] Log: DynamicLights = FALSE (Whether to allow dynamic lights.) [0048.86] Log: CompositeDynamicLights = FALSE (Whether to composte dynamic lights into light environments.) [0048.86] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0048.86] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0048.86] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0048.86] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0048.86] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0048.86] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0048.86] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0048.86] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0048.86] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0048.86] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0048.86] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0048.86] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0048.86] Log: bAllowTemporalAA = FALSE (UKNOWN) [0048.86] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0048.86] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0048.86] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0048.86] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0048.86] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0048.86] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0048.86] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0048.86] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0048.86] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0048.86] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0048.86] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0048.86] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0048.86] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0048.86] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0048.86] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0048.86] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0048.86] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0048.86] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0048.86] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0048.86] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0048.86] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0048.86] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0048.86] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0048.86] Log: Current unknown system settings: [0048.86] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0048.86] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0048.86] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0048.86] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0048.86] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0048.86] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0048.86] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0048.86] Log: ShadowFilterQualityBias = 3 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0048.86] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0048.86] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0048.86] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0048.86] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0048.86] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0048.86] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0048.86] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0048.86] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0048.86] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0048.86] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0048.86] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0048.86] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0048.86] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0048.86] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0048.86] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0048.86] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0048.86] 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.) [0048.86] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0048.86] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0048.86] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0048.86] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0048.86] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0048.86] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0048.86] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0048.86] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0048.86] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0048.86] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0048.86] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0048.86] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0048.86] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0048.86] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0048.86] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0048.86] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0048.86] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0048.86] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0048.86] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0048.86] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0048.86] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0048.86] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0048.86] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0048.86] 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).) [0048.86] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0048.86] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0048.86] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0048.86] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0048.86] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0048.86] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0048.86] 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) [0048.86] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0048.86] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0048.86] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0048.86] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0048.86] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0048.86] 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).) [0048.86] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0048.86] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0048.86] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0048.86] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0048.86] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0048.86] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0048.86] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0048.86] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0048.86] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0048.86] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0048.86] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0048.86] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0048.86] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0048.86] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0048.86] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0048.86] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0048.88] Log: Listing all sound classes. [0048.88] Log: Class 'Item' has 29 resident sounds taking 2787.16 kb, and 1 real time sounds taking 8.89 kb [0048.88] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0048.88] Log: Class 'Weapon' has 268 resident sounds taking 68755.68 kb, and 7 real time sounds taking 487.58 kb [0048.88] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0048.88] Log: Class 'SFX' has 83 resident sounds taking 25298.02 kb, and 10 real time sounds taking 711.13 kb [0048.88] Log: Class 'None' has 7 resident sounds taking 3861.78 kb, and 5 real time sounds taking 637.02 kb [0048.88] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0048.88] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0048.88] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0048.88] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0048.88] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0048.88] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0048.88] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0048.88] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0048.88] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0048.88] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0048.88] Log: Class 'UnGrouped' has 610 resident sounds taking 83884.04 kb, and 110 real time sounds taking 2599.97 kb [0048.88] Log: 1548 total sounds in 17 classes [0048.88] Log: Bool AmbientOcclusion set to 0 [0048.92] Log: BloomThreshold = 0.8 [0048.92] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0048.98] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0048.98] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0054.63] GFxUI: Rx_GFxFrontEnd::Loading SkirmishView [0054.64] ScriptLog: Name - Arctic Stronghold [0054.64] ScriptLog: Name - Canyon [0054.64] ScriptLog: Name - Cliff Side [0054.64] ScriptLog: Name - Complex [0054.64] ScriptLog: Name - Crash Site [0054.64] ScriptLog: Name - Daybreak [0054.64] ScriptLog: Name - Desolation [0054.64] ScriptLog: Name - Eyes [0054.64] ScriptLog: Name - Field [0054.64] ScriptLog: Name - Field X [0054.64] ScriptLog: Name - Goldrush [0054.64] ScriptLog: Name - Hourglass [0054.64] ScriptLog: Name - Islands [0054.64] ScriptLog: Name - Lake Side [0054.64] ScriptLog: Name - Mesa [0054.64] ScriptLog: Name - Oasis [0054.64] ScriptLog: Name - Outposts [0054.64] ScriptLog: Name - Reservoir [0054.64] ScriptLog: Name - Snow [0054.64] ScriptLog: Name - Snow X [0054.64] ScriptLog: Name - Steppe [0054.64] ScriptLog: Name - Storm [0054.64] ScriptLog: Name - Sunrise [0054.64] ScriptLog: Name - Tomb [0054.64] ScriptLog: Name - Toxicity [0054.64] ScriptLog: Name - Tunnels [0054.64] ScriptLog: Name - Under [0054.64] ScriptLog: Name - Uphill [0054.64] ScriptLog: Name - Volcano [0054.64] ScriptLog: Name - Walls [0054.64] ScriptLog: Name - Whiteout [0054.64] ScriptLog: Name - Xmountain [0054.64] ScriptLog: Name - Arctic Stronghold [0054.64] ScriptLog: Name - Canyon [0054.64] ScriptLog: Name - Cliff Side [0054.64] ScriptLog: Name - Complex [0054.64] ScriptLog: Name - Crash Site [0054.64] ScriptLog: Name - Daybreak [0054.64] ScriptLog: Name - Desolation [0054.64] ScriptLog: Name - Eyes [0054.64] ScriptLog: Name - Field [0054.64] ScriptLog: Name - Field X [0054.64] ScriptLog: Name - Goldrush [0054.64] ScriptLog: Name - Hourglass [0054.64] ScriptLog: Name - Islands [0054.64] ScriptLog: Name - Lake Side [0054.64] ScriptLog: Name - Mesa [0054.64] ScriptLog: Name - Oasis [0054.64] ScriptLog: Name - Outposts [0054.64] ScriptLog: Name - Reservoir [0054.64] ScriptLog: Name - Snow [0054.64] ScriptLog: Name - Snow X [0054.64] ScriptLog: Name - Steppe [0054.64] ScriptLog: Name - Storm [0054.64] ScriptLog: Name - Sunrise [0054.64] ScriptLog: Name - Tomb [0054.64] ScriptLog: Name - Toxicity [0054.64] ScriptLog: Name - Tunnels [0054.64] ScriptLog: Name - Under [0054.64] ScriptLog: Name - Uphill [0054.64] ScriptLog: Name - Volcano [0054.64] ScriptLog: Name - Walls [0054.64] ScriptLog: Name - Whiteout [0054.64] ScriptLog: Name - Xmountain [0062.84] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0062.87] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0062.90] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0065.85] ScriptLog: OutURL is: NC-Eyes?Team=0?Numplay=16?GDIBotCount=7?NODBotCount=8?GDIDifficulty=8?NODDifficulty=0?GDIAttackingStrengh=75?NodAttackingStrengh=75?StartingCredits=0?TimeLimit=999?MineLimit=30?VehicleLimit=10?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False False [0065.85] ScriptLog: Command: ->> open CNC-Eyes?Team=0?Numplay=16?GDIBotCount=7?NODBotCount=8?GDIDifficulty=8?NODDifficulty=0?GDIAttackingStrengh=75?NodAttackingStrengh=75?StartingCredits=0?TimeLimit=999?MineLimit=30?VehicleLimit=10?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False [0065.88] Log: LoadMap: CNC-Eyes?Name=DR2you?Team=0?Numplay=16?GDIBotCount=7?NODBotCount=8?GDIDifficulty=8?NODDifficulty=0?GDIAttackingStrengh=75?NodAttackingStrengh=75?StartingCredits=0?TimeLimit=999?MineLimit=30?VehicleLimit=10?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False [0065.89] Log: --- LOADING MOVIE START --- [0066.32] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0066.33] ScriptLog: ======================= Rx_HUD ========================= [0066.33] Rx: PLAYERExit;GDI,256,DR2you [0072.08] Log: Game class is 'Rx_Game' [0072.14] Log: Octree Warning (AddPrimitive): StaticMeshComponent_35 (Owner: CNC-Eyes.TheWorld:PersistentLevel.StaticMeshActor_106) Outside World. [0072.14] Log: Octree Warning (AddPrimitive): StaticMeshComponent_35 (Owner: CNC-Eyes.TheWorld:PersistentLevel.StaticMeshActor_123) Outside World. [0072.14] Log: Octree Warning (AddPrimitive): StaticMeshComponent_35 (Owner: CNC-Eyes.TheWorld:PersistentLevel.StaticMeshActor_94) Outside World. [0072.14] Log: Octree Warning (AddPrimitive): StaticMeshComponent_35 (Owner: CNC-Eyes.TheWorld:PersistentLevel.StaticMeshActor_75) Outside World. [0072.29] Log: Primary PhysX scene will be in software. [0072.29] Log: Creating Primary PhysX Scene. [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_1 Component: StaticMeshComponent_247 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_0 Component: StaticMeshComponent_247 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_5 Component: StaticMeshComponent_250 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_4 Component: StaticMeshComponent_250 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_17 Component: StaticMeshComponent_94 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_19 Component: StaticMeshComponent_17 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_61 Component: StaticMeshComponent_20 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_20 Component: StaticMeshComponent_20 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_25 Component: StaticMeshComponent_1363 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_29 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_30 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_28 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_27 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_67 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_68 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_69 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_70 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_71 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_72 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_73 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_74 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_64 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_65 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0072.74] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_62 Component: StaticMeshComponent_42 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_62 Component: StaticMeshComponent_42 StaticMesh: EngineMeshes.Sphere [0072.74] 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). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_52 Component: StaticMeshComponent_42 StaticMesh: EngineMeshes.Sphere [0072.74] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_76 Component: StaticMeshComponent_26 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0072.74] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_76 Component: StaticMeshComponent_26 StaticMesh: EngineMeshes.Sphere [0072.74] Log: Bringing World CNC-Eyes.TheWorld up for play (0) at 2020.04.05-07.54.59 [0072.77] ScriptLog: INITIAL: -1 -1 [0072.79] ScriptLog: Game profile Index was NONE [0072.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0072.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0072.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0072.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0072.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0072.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0072.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0072.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0072.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0072.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0072.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0072.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0072.80] ScriptLog: Gameplay events will not be recorded. [0072.80] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0072.80] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0072.80] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0072.80] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0072.80] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0072.80] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0072.80] ScriptLog: GDI:0.7500 [0072.80] ScriptLog: Nod:0.7500 [0072.80] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0072.85] ScriptLog: Rx_SentinelWeapon_AGT_MG_0 upgrade... [0072.85] ScriptLog: Rx_SentinelWeapon_AGT_MG_1 upgrade... [0072.85] ScriptLog: Rx_SentinelWeapon_AGT_MG_2 upgrade... [0072.85] ScriptLog: Rx_SentinelWeapon_AGT_MG_3 upgrade... [0072.85] ScriptLog: Rx_SentinelWeapon_AGT_RocketPod_0 upgrade... [0072.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_2 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0072.88] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_Silo_Internals_0 [0072.90] ScriptLog: Rx_SentinelWeapon_Obelisk_0 upgrade... [0072.93] Log: WARNING: Cooking Convex For Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingAttachment_BeaconPedestal_0 Component: StaticMeshComponent_36 StaticMesh: RX_Deco_BuildingAssets.StaticMeshes.BuildingAssets_EndGamePedestal (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0072.93] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_BeaconPedestal At -12415.60,19040.43,1415.50 With a Rotation of 0,-32768,0 [0072.98] Log: WARNING: Cooking Convex For Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingAttachment_AirElevator_0 Component: StaticMeshComponent_50 StaticMesh: RX_BU_AirStrip.Mesh.SM_BU_AirTower_Elevator (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0072.98] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8443.98,22024.15,1618.94 With a Rotation of 0,-15872,0 [0072.98] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8244.26,22152.92,1618.94 With a Rotation of 0,-4949,0 [0072.98] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8655.35,22132.73,1618.94 With a Rotation of 0,-26795,0 [0072.98] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8667.01,22370.07,1618.94 With a Rotation of 0,27819,0 [0072.98] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8467.30,22498.84,1618.94 With a Rotation of 0,16896,0 [0072.98] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8255.92,22390.27,1618.94 With a Rotation of 0,5973,0 [0072.98] ScriptWarning: Accessed None 'AirstripInternals' Rx_Building_AirTower_Ramps CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_AirTower_Ramps_1 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:0032 [0072.98] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower_Ramps CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_AirTower_Ramps_1 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0072.98] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower_Ramps CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_AirTower_Ramps_1 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0072.98] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower_Ramps CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_AirTower_Ramps_1 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0073.03] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_24 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [0073.03] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_BeaconPedestal At -12202.73,-4296.10,837.50 With a Rotation of 0,-16384,0 [0073.14] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_RepairFacility_GDI_Internals_0 [0073.16] ScriptLog: Repair Facility : Failed to find viable attack points! Bots may find issues in pathfinding to this building! [0073.16] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_RepairFacility_Nod_Internals_0 [0073.18] ScriptLog: Repair Facility : Failed to find viable attack points! Bots may find issues in pathfinding to this building! [0073.22] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.44 [0073.23] Rx: MAPLoaded;CNC-Eyes [0073.23] Log: Bringing up level for play took: 1.152140 [0073.24] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_1 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0073.24] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_1 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0073.24] Rx: PLAYERHWID;playerGDI,257,DR2youhwidmC68A09B8000074F9 [0073.24] Rx: PLAYEREnter;GDI,257,DR2youfromhwidmC68A09B8000074F9nosteam [0073.24] Rx: PLAYERTeamJoin;GDI,257,DR2youjoinedGDIscore0last round score0.0000time0.0000 [0073.24] Rx: MAPStart;CNC-Eyes [0073.26] Rx: GAMESpawn;playerGDI,257,DR2youcharacterRx_FamilyInfo_GDI_Soldier [0073.26] Error: Can't start an online game that hasn't been created [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_GDI' during gameplay. ParamName: GlobalCharacterBrightness [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_Nod' during gameplay. ParamName: GlobalCharacterBrightness [0073.26] Log: MIC::SetVectorParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: Reflection_Colour [0073.26] Log: MIC::SetTextureParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: CubeMap_Exterior [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI' during gameplay. ParamName: GlobalVehicleBrightness [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod' during gameplay. ParamName: GlobalVehicleBrightness [0073.26] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0073.26] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: Reflection_Colour [0073.26] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: Reflection_Colour [0073.26] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: CubeMap_Exterior [0073.26] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: CubeMap_Exterior [0073.26] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_0 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:005D [0073.26] Rx: GAMESpawn;playerGDI,b258,David EllsworthcharacterRx_FamilyInfo_GDI_Soldier [0073.26] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b258,David Ellsworth [0073.27] Rx: GAMESpawn;botGDI,b258,David Ellsworth [0073.27] Rx: Game has reached minimum limit for Beacon, 1 Players and 1 Bots out of 0 [0073.27] ScriptLog: added red bot [0073.27] Rx: GAMESpawn;playerGDI,b259,HassancharacterRx_FamilyInfo_GDI_Soldier [0073.27] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b259,Hassan [0073.27] Rx: GAMESpawn;botGDI,b259,Hassan [0073.27] ScriptLog: added red bot [0073.27] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_1 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:005D [0073.27] Rx: GAMESpawn;playerGDI,b260,Frank KlepackicharacterRx_FamilyInfo_GDI_Soldier [0073.27] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b260,Frank Klepacki [0073.28] Rx: GAMESpawn;botGDI,b260,Frank Klepacki [0073.28] ScriptLog: added red bot [0073.28] Rx: GAMESpawn;playerGDI,b261,Renegade2007characterRx_FamilyInfo_GDI_Soldier [0073.28] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b261,Renegade2007 [0073.28] Rx: GAMESpawn;botGDI,b261,Renegade2007 [0073.28] ScriptLog: added red bot [0073.28] Rx: GAMESpawn;playerGDI,b262,Professional XcharacterRx_FamilyInfo_GDI_Soldier [0073.28] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b262,Professional X [0073.29] Rx: GAMESpawn;botGDI,b262,Professional X [0073.29] ScriptLog: added red bot [0073.29] Rx: GAMESpawn;playerGDI,b263,Paul CurtischaracterRx_FamilyInfo_GDI_Soldier [0073.29] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_EngineerbyGDI,b263,Paul Curtis [0073.29] Rx: GAMESpawn;botGDI,b263,Paul Curtis [0073.29] ScriptLog: added red bot [0073.29] Rx: GAMESpawn;playerGDI,b264,Starman ExplorercharacterRx_FamilyInfo_GDI_Soldier [0073.29] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b264,Starman Explorer [0073.29] Rx: GAMESpawn;botGDI,b264,Starman Explorer [0073.29] ScriptLog: added red bot [0073.29] ScriptLog: GDIDifficulty11 [0073.30] Rx: GAMESpawn;playerNod,b265,Craig EmmottcharacterRx_FamilyInfo_Nod_Soldier [0073.30] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b265,Craig Emmott [0073.30] Rx: GAMESpawn;botNod,b265,Craig Emmott [0073.30] ScriptLog: added blue bot [0073.31] Rx: GAMESpawn;playerNod,b266,Sam MayhewcharacterRx_FamilyInfo_Nod_Soldier [0073.31] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b266,Sam Mayhew [0073.31] Rx: GAMESpawn;botNod,b266,Sam Mayhew [0073.31] ScriptLog: added blue bot [0073.31] Rx: GAMESpawn;playerNod,b267,Evan BrookscharacterRx_FamilyInfo_Nod_Soldier [0073.31] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_EngineerbyNod,b267,Evan Brooks [0073.31] Rx: GAMESpawn;botNod,b267,Evan Brooks [0073.31] ScriptLog: added blue bot [0073.32] Rx: GAMESpawn;playerNod,b268,Tom CablescharacterRx_FamilyInfo_Nod_Soldier [0073.32] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b268,Tom Cables [0073.32] Rx: GAMESpawn;botNod,b268,Tom Cables [0073.32] ScriptLog: added blue bot [0073.33] Rx: GAMESpawn;playerNod,b269,Maarten BondercharacterRx_FamilyInfo_Nod_Soldier [0073.33] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b269,Maarten Bonder [0073.33] Rx: GAMESpawn;botNod,b269,Maarten Bonder [0073.33] ScriptLog: added blue bot [0073.33] Rx: GAMESpawn;playerNod,b270,Rob BakercharacterRx_FamilyInfo_Nod_Soldier [0073.33] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_EngineerbyNod,b270,Rob Baker [0073.34] Rx: GAMESpawn;botNod,b270,Rob Baker [0073.34] ScriptLog: added blue bot [0073.34] Rx: GAMESpawn;playerNod,b271,A Mechanical MancharacterRx_FamilyInfo_Nod_Soldier [0073.34] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b271,A Mechanical Man [0073.34] Rx: GAMESpawn;botNod,b271,A Mechanical Man [0073.34] ScriptLog: added blue bot [0073.34] Rx: GAMESpawn;playerNod,b272,MylocharacterRx_FamilyInfo_Nod_Soldier [0073.34] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b272,Mylo [0073.35] Rx: GAMESpawn;botNod,b272,Mylo [0073.35] ScriptLog: added blue bot [0073.35] ScriptLog: NODDifficulty3 [0073.35] ScriptLog: START MATCH [0073.35] Log: Current scalability system settings: [0073.35] Log: StaticDecals = FALSE (Whether to allow static decals.) [0073.35] Log: DynamicDecals = FALSE (Whether to allow dynamic decals.) [0073.35] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0073.35] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0073.35] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0073.35] Log: LightEnvironmentShadows = FALSE (Whether to allow dynamic light environments to cast shadows.) [0073.35] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0073.35] Log: DepthOfField = FALSE (Whether to allow depth of field.) [0073.35] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0073.35] Log: Bloom = FALSE (Whether to allow bloom.) [0073.35] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0073.35] Log: Distortion = FALSE (Whether to allow distortion.) [0073.35] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0073.35] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0073.35] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0073.35] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0073.35] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0073.35] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0073.35] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0073.35] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0073.35] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0073.35] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0073.35] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0073.35] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0073.35] Log: MaxAnisotropy = 0 (Maximum level of anisotropy used.) [0073.35] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0073.35] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0073.35] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0073.35] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0073.35] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0073.35] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0073.35] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0073.35] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0073.35] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0073.35] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0073.35] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0073.35] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0073.35] Log: Current preference system settings: [0073.35] Log: UseVsync = FALSE (Whether to use VSync or not.) [0073.35] Log: Fullscreen = TRUE (Fullscreen.) [0073.35] Log: ResX = 1920 (Screen X resolution.) [0073.35] Log: ResY = 1080 (Screen Y resolution.) [0073.35] Log: Current debug system settings: [0073.35] Log: DynamicLights = FALSE (Whether to allow dynamic lights.) [0073.35] Log: CompositeDynamicLights = FALSE (Whether to composte dynamic lights into light environments.) [0073.35] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0073.35] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0073.35] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0073.35] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0073.35] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0073.35] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0073.35] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0073.35] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0073.35] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0073.35] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0073.35] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0073.35] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0073.35] Log: bAllowTemporalAA = FALSE (UKNOWN) [0073.35] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0073.35] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0073.35] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0073.35] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0073.35] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0073.35] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0073.35] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0073.35] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0073.35] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0073.35] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0073.35] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0073.35] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0073.35] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0073.35] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0073.35] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0073.35] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0073.35] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0073.35] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0073.35] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0073.35] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0073.35] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0073.35] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0073.35] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0073.35] Log: Current unknown system settings: [0073.35] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0073.35] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0073.35] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0073.35] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0073.35] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0073.35] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0073.35] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0073.35] Log: ShadowFilterQualityBias = 3 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0073.35] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0073.35] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0073.35] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0073.35] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0073.35] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0073.35] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0073.35] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0073.35] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0073.35] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0073.35] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0073.35] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0073.35] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0073.35] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0073.35] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0073.35] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0073.35] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0073.35] 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.) [0073.35] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0073.35] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0073.35] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0073.35] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0073.35] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0073.35] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0073.35] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0073.35] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0073.35] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0073.35] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0073.35] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0073.35] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0073.35] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0073.36] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0073.36] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0073.36] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0073.36] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0073.36] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0073.36] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0073.36] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0073.36] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0073.36] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0073.36] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0073.36] 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).) [0073.36] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0073.36] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0073.36] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0073.36] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0073.36] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0073.36] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0073.36] 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) [0073.36] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0073.36] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0073.36] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0073.36] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0073.36] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0073.36] 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).) [0073.36] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0073.36] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0073.36] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0073.36] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0073.36] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0073.36] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0073.36] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0073.36] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0073.36] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0073.36] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0073.36] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0073.36] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0073.36] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0073.36] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0073.36] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0073.36] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0073.37] Log: Listing all sound classes. [0073.37] Log: Class 'Item' has 29 resident sounds taking 2787.16 kb, and 1 real time sounds taking 8.89 kb [0073.37] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0073.37] Log: Class 'Weapon' has 269 resident sounds taking 69120.63 kb, and 7 real time sounds taking 487.58 kb [0073.37] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0073.37] Log: Class 'SFX' has 81 resident sounds taking 25035.27 kb, and 10 real time sounds taking 711.13 kb [0073.37] Log: Class 'None' has 7 resident sounds taking 3861.78 kb, and 5 real time sounds taking 637.02 kb [0073.37] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0073.37] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0073.37] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [0073.37] Log: Class 'Ambient' has 36 resident sounds taking 15229.44 kb, and 23 real time sounds taking 2969.96 kb [0073.37] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0073.37] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0073.37] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0073.37] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0073.37] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0073.37] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0073.37] Log: Class 'UnGrouped' has 619 resident sounds taking 96503.79 kb, and 110 real time sounds taking 2566.46 kb [0073.37] Log: 1608 total sounds in 17 classes [0073.37] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0073.37] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True' [0073.38] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0073.38] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0073.38] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0073.38] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0073.39] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial' [0073.39] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0073.39] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0073.40] ScriptLog: PositionModX : 0.0000 [0073.40] ScriptLog: PositionModY : 52.5000 [0073.40] ScriptLog: PositionModX : 0.0000 [0073.40] ScriptLog: PositionModY : 52.5000 [0073.40] Log: ########### Finished loading level: 7.514778 seconds [0073.40] ScriptWarning: Accessed None 'RepairStopAC' Rx_Building_RepairFacility_GDI_Internals CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_RepairFacility_GDI_Internals_0 Function RenX_Game.Rx_Building_RepairFacility_Internals:PlaySpindown1:004A [0073.40] ScriptWarning: Accessed None 'RepairStartAC' Rx_Building_RepairFacility_GDI_Internals CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_RepairFacility_GDI_Internals_0 Function RenX_Game.Rx_Building_RepairFacility_Internals:PlaySpindown1:0069 [0073.40] ScriptWarning: Accessed None 'RepairStopAC' Rx_Building_RepairFacility_Nod_Internals CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_RepairFacility_Nod_Internals_0 Function RenX_Game.Rx_Building_RepairFacility_Internals:PlaySpindown1:004A [0073.40] ScriptWarning: Accessed None 'RepairStartAC' Rx_Building_RepairFacility_Nod_Internals CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_RepairFacility_Nod_Internals_0 Function RenX_Game.Rx_Building_RepairFacility_Internals:PlaySpindown1:0069 [0073.86] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_2 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0073.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0073.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0073.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0073.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0073.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0073.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0073.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0073.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0078.91] Log: --- LOADING MOVIE TIME: 13.0 sec --- [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4824) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4823) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4822) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4821) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4820) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4819) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4818) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4817) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4816) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4815) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4814) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4813) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4812) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4811) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4810) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4809) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4808) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4807) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4806) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Error: Can't call TermBody() on (Rx_Pawn_4)->(RB_BodyInstance_4805) during async work! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: b_Spine_1 [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: b_Spine_2 [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: b_Spine_3 [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: b_R_ForeArm [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: B_R_Wrist [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: b_L_ForeArm [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: B_L_Wrist [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: b_Neck [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: b_head [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: b_hip [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: b_R_LowerLeg [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: b_R_Ankle [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: b_L_UpperLeg [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: b_L_LowerLeg [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: b_L_Ankle [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: b_L_Arm [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: b_R_Arm [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: B_R_Shoulder [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: B_L_Shoulder [0081.38] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0081.38] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_4 Component: SkeletalMeshComponent_90 Bone: b_R_UpperLeg [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4910) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4911) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4912) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4913) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4914) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4915) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4916) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4917) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4918) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4919) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4920) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4921) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4922) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4923) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4924) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4925) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4926) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4927) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4928) during async work! [0082.45] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_4929) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5015) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5016) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5017) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5018) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5019) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5020) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5021) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5022) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5023) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5024) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5025) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5026) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5027) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5028) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5029) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5030) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5031) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5032) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5033) during async work! [0082.66] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_5034) during async work! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4887) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4886) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4885) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4884) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4883) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4882) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4881) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4880) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4879) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4878) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4877) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4876) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4875) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4874) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4873) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4872) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4871) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4870) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4869) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Error: Can't call TermBody() on (Rx_Pawn_7)->(RB_BodyInstance_4868) during async work! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_7 Component: SkeletalMeshComponent_121 Bone: b_Spine_1 [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_7 Component: SkeletalMeshComponent_121 Bone: b_Spine_2 [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_7 Component: SkeletalMeshComponent_121 Bone: b_Spine_3 [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_7 Component: SkeletalMeshComponent_121 Bone: b_R_ForeArm [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_7 Component: SkeletalMeshComponent_121 Bone: B_R_Wrist [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_7 Component: SkeletalMeshComponent_121 Bone: b_L_ForeArm [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_7 Component: SkeletalMeshComponent_121 Bone: B_L_Wrist [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_7 Component: SkeletalMeshComponent_121 Bone: b_Neck [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_7 Component: SkeletalMeshComponent_121 Bone: b_head [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0082.77] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_7 Component: SkeletalMeshComponent_121 Bone: b_hip [0082.77] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, l